Learning Procedural Animation in Unity3D
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- čas přidán 19. 05. 2022
- Using Unity's 'Animation Rigging' package, I learn to create some basic procedural animation. I'm hoping to continue with this series!
Terrain heightmap video: • Create Terrain from a ...
Music by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0 License
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Seeing someone else rage is so comforting
in a weird way it feels nice to see another mortal having issues with unity and learning stuff, after all, im not alone ! great video !
This is a TRUE example of the average Unity Developer TRYING to learn something new. Good to now I am not the only one hating and loving procedural animation development.
Cool video, I like how it shows the entire process - live debugging commentary as the background of the main narration at 4:25 was pure gold
This is sick dude, I have been doing mostly the same thing as you and luckily I learnt from your mistakes and looking at other people raging at it is kinda comforting
this video convays pretty well the state of mind that i'm in everyday working on 3D meshing and 3D physics....
there's a tickbox you have to check which says keep positional offset and rotational offset, if you tick it, all your problems go away
I had the same problem, I download the project and regreted it. And decided to work around my own script like you did. I got working only on walking forward. When I tried to use it backwards I raged so bad that I deleted the project only saving that bit of code.
And it took me one week to make him walk forward.
07:56 ops, i misread sfx with something else(if you know you know)
The legs overextend the knees too much its giving me arthritis!
Quaternions are always fun
Please bring back 'Open World FPS Prototype' I loved the look of that game, and the action and the functions! Maybe inherit PA into that? Good job man
Thanks for that testimony
i enjoyed the decent into madness
If there are no tutorials covering this tbh, it would be nice to see that in your channel.
Do you use assembly definitions for external packages? You can reduce compile times when you use assembly definitions since your code changes won't recompile the external stuff
Dude I had the exact same feels throughout your video. It's such a hassle to get working right lol.e
I know you did this project like a year ago but can you please for the love of all that is holy, tell me how you got the rotation alignment to work properly.
Welcome to the rigging world, where you just enjoy every second of it! ... not.
btw if you'd said otherwise for the Quaternion calculation, I would've reported you to CZcams as an Alien/Robot running the channel pretending to be a human.
Lol Im Not A unity guy But the self debates and RAGE/ Frustration KEPT ME Watching Glad its not just me that goes through this sometimes. But Im very glad I chose Unreal after watching this ; ).
But I do notice one of the problems is the leg are going too straight as they sometimes cant reach the target Location, I t would look way better and solve that issue if you make the body tilt a bit towards the lowest foot ??
this video is like watching a gaming channel raging.. interesting take
i am currently going through the problem you went through. this is hell.
The most fun we'll have in hell, maybe
I've tried using unity IK but for some reason my rigs feet are rotation locked, have any advice for that?
~BONES~
1:08 me 😅
That moment when you learn something new and now you need to apply all the fundamentals you already know on it..... :> *blancspace*
i was having a lot of problems with quaternions until i found out about (quaternion.lookrotation)