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These are the user uploaded subtitles that are being translated: 1 1 00:00:00,000 --> 00:00:04,029 [MUSIC] 2 2 00:00:04,029 --> 00:00:06,650 So far, we've been pretty basic with our animation. 3 3 00:00:06,650 --> 00:00:10,630 A little bit fast and loose, if I might admit, in terms of how we've set it up. 4 4 00:00:10,630 --> 00:00:13,890 We've been doing the quick and easy way, but I wanna go deeper in this video, 5 5 00:00:13,890 --> 00:00:16,710 and show you more about animation, so that you truly understand what's going on. 6 6 00:00:16,710 --> 00:00:21,315 And the first thing for us to look at and remind ourselves of, is the relationship 7 7 00:00:21,315 --> 00:00:24,992 between parent and child, and let me just be super duper clear. 8 8 00:00:24,992 --> 00:00:27,300 I'm gonna get one of my sprites. 9 9 00:00:27,300 --> 00:00:28,170 I'm not using it at the moment. 10 10 00:00:28,170 --> 00:00:28,940 You don't have to do this. 11 11 00:00:28,940 --> 00:00:30,760 This is all for illustration at the moment. 12 12 00:00:30,760 --> 00:00:34,510 We have a star, and you can see the star comes into our hierarchy. 13 13 00:00:34,510 --> 00:00:40,156 To make it really clear, I'm gonna rename this, Star = Parent. 14 14 00:00:40,156 --> 00:00:43,893 This is at the parent level, and I'm gonna change the color of it to red, 15 15 00:00:43,893 --> 00:00:46,030 so we know what's going on there. 16 16 00:00:46,030 --> 00:00:50,410 Now, I'm going to drag in another star on top of the parent, 17 17 00:00:50,410 --> 00:00:51,920 and that becomes a child. 18 18 00:00:51,920 --> 00:00:53,070 We've done this a bunch of times, so 19 19 00:00:53,070 --> 00:00:58,170 it should be really clear what's going on here, Star_Child, okay. 20 20 00:00:58,170 --> 00:01:00,870 And then, this one, I will move a little bit. 21 21 00:01:00,870 --> 00:01:02,560 You can see it starts off over on there. 22 22 00:01:02,560 --> 00:01:05,060 If I reset the transform of the child, then, 23 23 00:01:05,060 --> 00:01:06,880 it's gonna be sitting right on top of the parent. 24 24 00:01:06,880 --> 00:01:10,188 But I move it a little bit to the side, and we'll shrink it down a little bit, 25 25 00:01:10,188 --> 00:01:13,004 cuz children are often a little bit smaller than their parents. 26 26 00:01:13,004 --> 00:01:15,760 Now, this is the parent, and this is the child. 27 27 00:01:15,760 --> 00:01:17,970 Let me show a couple of slides just to make this really, 28 28 00:01:17,970 --> 00:01:19,420 really clear what we're talking about here. 29 29 00:01:19,420 --> 00:01:21,580 So we have the parent, we have the child. 30 30 00:01:21,580 --> 00:01:24,670 The parent, its transform is relative to the world. 31 31 00:01:24,670 --> 00:01:28,520 So for example, if it's at 0,0, then it's at the world origin. 32 32 00:01:28,520 --> 00:01:31,700 And the child, the transform is relative to the parent. 33 33 00:01:31,700 --> 00:01:33,600 So if it's 0-0, it's centered on the parent. 34 34 00:01:33,600 --> 00:01:34,750 We know this, we've done this before. 35 35 00:01:34,750 --> 00:01:37,640 But just to remind us, this is building to something, I promise you. 36 36 00:01:37,640 --> 00:01:41,890 So if I put my transform here at zero and zero, 37 37 00:01:41,890 --> 00:01:44,480 you can see it's right down in the origin. 38 38 00:01:44,480 --> 00:01:48,330 I'll just change my sprite renderer to seven, so that it appears on top. 39 39 00:01:48,330 --> 00:01:51,090 For both of these guys, just to if we're playing around a bit there. 40 40 00:01:51,090 --> 00:01:57,660 So it's right at the 0,0, whereas, the child has a position of 0.04. 41 41 00:01:57,660 --> 00:01:59,030 So put that at 0,0, okay. 42 42 00:01:59,030 --> 00:02:01,330 It's at 0,0, they're both at 0,0. 43 43 00:02:01,330 --> 00:02:04,720 If I move the child to the left, then, 44 44 00:02:04,720 --> 00:02:07,670 it's going to be at the negative 2 away from the parents. 45 45 00:02:07,670 --> 00:02:15,200 So a negative 2 units, to the left on the x-axis, is negative from the parent, okay. 46 46 00:02:15,200 --> 00:02:16,360 So that's what we're doing here, 47 47 00:02:16,360 --> 00:02:20,740 changes made to the transform, at the parent level will be applied to the child. 48 48 00:02:20,740 --> 00:02:23,530 So you saw that I did this with a transform. 49 49 00:02:23,530 --> 00:02:26,140 I moved it, so with the position within the transform. 50 50 00:02:26,140 --> 00:02:29,260 So I move it, and, as I move the parent, 51 51 00:02:29,260 --> 00:02:32,030 the child moves as well, relative to the parent. 52 52 00:02:32,030 --> 00:02:34,850 What happens if we change the scale of the parent? 53 53 00:02:34,850 --> 00:02:36,530 So while selected on parent, 54 54 00:02:36,530 --> 00:02:41,170 if we increase the scale of the parent, the child also increases, and 55 55 00:02:41,170 --> 00:02:45,580 you can see the relationship between the distance changes, as well. 56 56 00:02:45,580 --> 00:02:47,480 It scales that whole relationship. 57 57 00:02:47,480 --> 00:02:50,430 So it is now applying a scaling of two point. 58 58 00:02:50,430 --> 00:02:50,960 We'll make it easy. 59 59 00:02:50,960 --> 00:02:55,710 We'll say three, three, three, and three, the A Zed doesn't matter, but 60 60 00:02:55,710 --> 00:02:57,860 we'll do that nonetheless, all right, messed that up a little bit. 61 61 00:02:57,860 --> 00:03:02,330 Okay, three, three, three, now it's gonna be applying a scale of three 62 62 00:03:02,330 --> 00:03:07,540 to this positioning of the child, which is a position of minus two. 63 63 00:03:07,540 --> 00:03:11,470 Now, changes made to the Child only impact the child, so if I go and 64 64 00:03:11,470 --> 00:03:16,400 change the scaling of the child, it doesn't do anything to the parent. 65 65 00:03:16,400 --> 00:03:18,570 I move it around independently. 66 66 00:03:18,570 --> 00:03:21,220 Okay, we're building to something here, I promise you. 67 67 00:03:21,220 --> 00:03:23,110 How does it impact animation? 68 68 00:03:23,110 --> 00:03:24,450 That's what we're building towards. 69 69 00:03:24,450 --> 00:03:29,960 The animator placed at the parent level can animate the renderers of Parent and 70 70 00:03:29,960 --> 00:03:34,600 Children, whereas, the Animator placed on the Child can only drive me 71 71 00:03:34,600 --> 00:03:37,950 animations of the Child and its Children, so I'd show you this here. 72 72 00:03:37,950 --> 00:03:42,720 If I place an animator at the Parent level, so Add Component animate tool. 73 73 00:03:42,720 --> 00:03:45,240 This is what drives animations. 74 74 00:03:45,240 --> 00:03:49,920 Then, it can see the child, and the way that we're gonna do that, is, 75 75 00:03:49,920 --> 00:03:52,428 we haven't done a lot of this, but we'll do this in a little bit more detail her. 76 76 00:03:52,428 --> 00:03:55,540 So if I click on the parent, add an animate tool, 77 77 00:03:55,540 --> 00:03:59,690 and now, I need, what, an animated controller, so 78 78 00:03:59,690 --> 00:04:02,800 we'll set ourselves up, just for now, a little test folder in here. 79 79 00:04:02,800 --> 00:04:07,390 I'll create a Create Folder Test, and 80 80 00:04:07,390 --> 00:04:11,840 a little note to myself to delete, cuz this is only for illustrative purposes. 81 81 00:04:11,840 --> 00:04:16,290 And within here, we'll right click Create Animator Controller, 82 82 00:04:16,290 --> 00:04:18,900 and this will be ParentTest. 83 83 00:04:20,010 --> 00:04:23,490 Okay, now, while clicking on the parent, I drag over the ParentTest. 84 84 00:04:23,490 --> 00:04:24,790 So it has an animator. 85 85 00:04:24,790 --> 00:04:27,260 And remember, animator, sorry, an animator controller. 86 86 00:04:27,260 --> 00:04:30,643 Animator controller is what drives all the various animations. 87 87 00:04:30,643 --> 00:04:32,497 Now, what can we do in here? 88 88 00:04:32,497 --> 00:04:37,532 You can see while clicked on our parent, which is accessing our 89 89 00:04:37,532 --> 00:04:43,908 parent test animator controller, we have to begin animating the star parent. 90 90 00:04:43,908 --> 00:04:45,190 Create an animation clip. 91 91 00:04:45,190 --> 00:04:47,880 So this is another way for us to create animations. 92 92 00:04:47,880 --> 00:04:49,080 We haven't done it this way before. 93 93 00:04:49,080 --> 00:04:52,190 We've done it a more drag and drop way, but let's do it this slower way, so 94 94 00:04:52,190 --> 00:04:53,680 we really clear and deliver it. 95 95 00:04:53,680 --> 00:04:57,470 We'll click Create, it's gonna ask us where we want to create our new animation. 96 96 00:04:57,470 --> 00:05:01,540 So we'll call this just Animation 1, we'll call it Test Animation 1, 97 97 00:05:01,540 --> 00:05:04,250 just to be super clear that we're getting rid of all this stuff. 98 98 00:05:04,250 --> 00:05:07,750 And now you can see we have our animation ready and raring. 99 99 00:05:07,750 --> 00:05:11,370 And something that we haven't played round with it yet here, is Add Property. 100 100 00:05:11,370 --> 00:05:12,890 Now, when I click on Add Property, 101 101 00:05:12,890 --> 00:05:16,880 it will show me all of the things that I can Animate. 102 102 00:05:16,880 --> 00:05:20,550 I have the transform, which is referring to the parent's transform. 103 103 00:05:20,550 --> 00:05:23,610 You see, if I open that up, position scale rotation. 104 104 00:05:23,610 --> 00:05:24,510 Let's just do something on there. 105 105 00:05:24,510 --> 00:05:26,570 Click the plus button. 106 106 00:05:26,570 --> 00:05:28,470 Now, if you're not finding the plus button, 107 107 00:05:28,470 --> 00:05:31,590 let me just open up one of these to see if I can simulate this, okay. 108 108 00:05:31,590 --> 00:05:34,240 If you're not finding the plus button like I had the other day, 109 109 00:05:34,240 --> 00:05:36,460 you might need to move this little slidey bar. 110 110 00:05:36,460 --> 00:05:39,790 At the moment, it all fits on my screen, but depending upon your resolution, 111 111 00:05:39,790 --> 00:05:43,200 sometimes, that plus button disappears, which is a real pain. 112 112 00:05:43,200 --> 00:05:45,250 But anyway, click on the plus. 113 113 00:05:45,250 --> 00:05:46,790 Now, it lets us animate. 114 114 00:05:46,790 --> 00:05:49,230 So it's gonna take the sprite. 115 115 00:05:49,230 --> 00:05:52,830 From the sprite renderer, whatever was our sprite that we had in there, 116 116 00:05:52,830 --> 00:05:55,220 we're just going to place it at the start and place it at the end. 117 117 00:05:55,220 --> 00:05:56,530 That is the sprite. 118 118 00:05:56,530 --> 00:05:58,200 We can go in there and do what we did before. 119 119 00:05:58,200 --> 00:06:01,430 So we can click on record, we can move it midway, 120 120 00:06:01,430 --> 00:06:05,310 we can move it down a little bit, and then click off record. 121 121 00:06:05,310 --> 00:06:07,115 So that's our animation, up and down. 122 122 00:06:07,115 --> 00:06:09,110 Okay, very cool, up and down. 123 123 00:06:09,110 --> 00:06:13,890 We can also add properties for the child. 124 124 00:06:13,890 --> 00:06:15,660 So see here, how we've got the star child? 125 125 00:06:15,660 --> 00:06:20,700 If we open that up, now, we can see that we have a transform, and 126 126 00:06:20,700 --> 00:06:22,940 we also have a sprite renderer. 127 127 00:06:22,940 --> 00:06:25,670 The sprite renderer is particularly important if we have 128 128 00:06:25,670 --> 00:06:28,780 a sprite sheet with a whole bunch of animations on it. 129 129 00:06:28,780 --> 00:06:30,590 Would go into the sprite renderer, scroll down. 130 130 00:06:30,590 --> 00:06:31,705 This is the thing I was doing that before. 131 131 00:06:31,705 --> 00:06:33,641 I need to, [SOUND], see that? 132 132 00:06:33,641 --> 00:06:36,250 Man, I lost a lot of time trying to find that. 133 133 00:06:36,250 --> 00:06:38,850 Figure out why it wasn't working when I double-clicked on it the other day. 134 134 00:06:38,850 --> 00:06:40,640 But it's cuz the plus is there. 135 135 00:06:40,640 --> 00:06:41,590 And then, we'll click on plus. 136 136 00:06:41,590 --> 00:06:43,420 We'll get to that approach in a moment. 137 137 00:06:43,420 --> 00:06:45,380 But for now, we'll just play around with the transform. 138 138 00:06:45,380 --> 00:06:47,100 So child transform. 139 139 00:06:47,100 --> 00:06:50,130 Click on, we'll use position as well for now. 140 140 00:06:50,130 --> 00:06:51,340 Click on plus for that. 141 141 00:06:51,340 --> 00:06:55,970 Now, we can independently animate the parent and the child. 142 142 00:06:55,970 --> 00:06:58,410 So if I open up child, I can see my x, y's, add code. 143 143 00:06:58,410 --> 00:07:00,990 So I can click Curves to get these things curves. 144 144 00:07:00,990 --> 00:07:02,780 But we'll just say as it's going up and 145 145 00:07:02,780 --> 00:07:06,550 down, we will be clicked on child a record. 146 146 00:07:06,550 --> 00:07:11,500 I'll move the child a little bit to the left, and then, unrecord, 147 147 00:07:11,500 --> 00:07:15,510 and so, as it's moving, you can see the child is going in and out to the left. 148 148 00:07:15,510 --> 00:07:16,560 But the parent's going up and down. 149 149 00:07:16,560 --> 00:07:20,470 But the child keeps the parent's animation, 150 150 00:07:20,470 --> 00:07:23,080 cuz the parent is moving up and down. 151 151 00:07:23,080 --> 00:07:27,430 Therefore, everything below it is going to be moving up and down. 152 152 00:07:27,430 --> 00:07:32,280 Okay, let us do a, just very quickly, do a slightly different approach, 153 153 00:07:32,280 --> 00:07:34,390 I'm gonna duplicate my parent and child. 154 154 00:07:36,040 --> 00:07:41,170 And I will remove the animator from the parent, remove component. 155 155 00:07:41,170 --> 00:07:47,990 I will add the animator to the child, so here we have an animator on the child. 156 156 00:07:47,990 --> 00:07:52,000 And now, I need to create myself another Animated controller. 157 157 00:07:53,090 --> 00:07:55,500 We'll call this child test. 158 158 00:07:55,500 --> 00:07:58,450 I think you already know what's gonna go on here, but I wanna be really clear. 159 159 00:07:58,450 --> 00:08:04,100 If we drag the child test animator controller into the animator, okay. 160 160 00:08:04,100 --> 00:08:05,640 Now, that's great. 161 161 00:08:05,640 --> 00:08:07,720 And while clicking on the child, 162 162 00:08:07,720 --> 00:08:12,580 if we create an animation, this will be test animation two. 163 163 00:08:13,600 --> 00:08:18,170 Okay, test animation two, on the chart, if we go to add property, 164 164 00:08:18,170 --> 00:08:22,630 you can see we have a transform, and we have a sprite renderer. 165 165 00:08:22,630 --> 00:08:25,830 We don't have an option for parent and chart. 166 166 00:08:25,830 --> 00:08:30,280 All we are seeing is the child, so just super quickly to illustrate that, 167 167 00:08:30,280 --> 00:08:32,210 you know what I'll move these guys a little bit out of the way. 168 168 00:08:32,210 --> 00:08:35,480 They're currently sitting right on the top of the things I duplicated it from. 169 169 00:08:35,480 --> 00:08:37,850 So we will move these up to the top. 170 170 00:08:37,850 --> 00:08:40,610 Just to be very clear, this is our second pair we're working with here, 171 171 00:08:40,610 --> 00:08:41,780 up to the top. 172 172 00:08:43,780 --> 00:08:44,920 If I click on child, 173 173 00:08:44,920 --> 00:08:49,670 add property, transform, there is no other options deeper below. 174 174 00:08:49,670 --> 00:08:57,510 Click on the plus, move it to there, and do what we will, and just scale it. 175 175 00:08:57,510 --> 00:09:00,590 Just to do something different, scale and record. 176 176 00:09:00,590 --> 00:09:05,130 Now, as I drag along, you can see it gets bigger and stays big, as well. 177 177 00:09:05,130 --> 00:09:06,920 And it's only animating the chart. 178 178 00:09:06,920 --> 00:09:09,700 And then, the final thing I wanna show you in here, is at the moment we have, 179 179 00:09:09,700 --> 00:09:11,350 we'll take our first pair. 180 180 00:09:11,350 --> 00:09:13,420 We have parent and child. 181 181 00:09:13,420 --> 00:09:16,100 If I was to get rid of this particular child, and 182 182 00:09:16,100 --> 00:09:21,440 I will create a new empty game object, I'll call this new child. 183 183 00:09:21,440 --> 00:09:23,790 Congratulations, you have a baby. 184 184 00:09:23,790 --> 00:09:26,190 So we have a new child and parent. 185 185 00:09:26,190 --> 00:09:31,850 If I click on parent, and I have my animator, when I go 186 186 00:09:31,850 --> 00:09:36,710 to look within here, see first of all the fact that I've deleted the previous child, 187 187 00:09:36,710 --> 00:09:40,050 now, it's saying start child the one that I had before that I've deleted. 188 188 00:09:40,050 --> 00:09:43,310 Position missing, it doesn't know what is going on. 189 189 00:09:43,310 --> 00:09:48,310 So we have to right click and remove properties, it's gone, cuz we deleted it. 190 190 00:09:48,310 --> 00:09:52,340 Now, if I click on the Parent, and go to Poperty, you can see that at 191 191 00:09:52,340 --> 00:09:56,100 the parent level, we have Transform, and we have the Sprite Renderer. 192 192 00:09:56,100 --> 00:09:59,120 And in the Sprite Renderer, we can do a bunch of things, we can change the color, 193 193 00:09:59,120 --> 00:10:02,430 if we have multiple sprites from a sprite sheet, we can add all of those. 194 194 00:10:02,430 --> 00:10:06,970 When I look at the child, I only see the transform. 195 195 00:10:06,970 --> 00:10:10,400 That's because the child doesn't yet have a, what? 196 196 00:10:10,400 --> 00:10:14,190 It doesn't have a sprite renderer. 197 197 00:10:14,190 --> 00:10:17,280 This is really important when it comes to animating sprite sheets. 198 198 00:10:17,280 --> 00:10:22,670 We need to have a sprite renderer, so that when I drill into the, 199 199 00:10:22,670 --> 00:10:26,060 sorry, when I add property and drill into this. 200 200 00:10:26,060 --> 00:10:27,750 So here is my new child. 201 201 00:10:27,750 --> 00:10:32,420 Now, I can see a sprite rendere, and I can do a whole bunch of stuff to that. 202 202 00:10:32,420 --> 00:10:38,120 We can have the parents' animator, render, something of the child, but 203 203 00:10:38,120 --> 00:10:42,200 in this case, where we have the animator on the animator on the child, we can 204 204 00:10:42,200 --> 00:10:47,410 animate the render of the child, but we can't animate the renderer of the parent. 205 205 00:10:47,410 --> 00:10:49,610 It doesn't look upwards like that. 206 206 00:10:49,610 --> 00:10:53,250 Okay, and one more thing I wanna talk about is, and this is the main 207 207 00:10:53,250 --> 00:10:56,190 reason that we're having this conversation now, is we're gonna add a couple of 208 208 00:10:56,190 --> 00:10:59,620 animation events, and we need to make sure everything is lined up perfectly, 209 209 00:10:59,620 --> 00:11:05,890 is that the animator can see methods at the same level, not above, and not below. 210 210 00:11:05,890 --> 00:11:10,742 So an animator placed here, at the parent level, cannot use 211 211 00:11:10,742 --> 00:11:16,376 an animation event to call a method on a script here on the child level. 212 212 00:11:16,376 --> 00:11:19,674 So for example, if we have, where are we? 213 213 00:11:19,674 --> 00:11:21,290 We're gonna have to make some changes. 214 214 00:11:21,290 --> 00:11:22,615 We'll have a look at our cactus. 215 215 00:11:22,615 --> 00:11:27,609 The moment the cactus, we have the defenders script on the upper 216 216 00:11:27,609 --> 00:11:32,417 level of the cactus, and on the body, we have the animator and 217 217 00:11:32,417 --> 00:11:37,950 the sprite renderer, and the shooter and a couple of other things. 218 218 00:11:37,950 --> 00:11:44,370 So the animator can see our shooter script, that's why we'll able to add or 219 219 00:11:44,370 --> 00:11:49,080 we can't add animation events in there, but we cannot 220 220 00:11:49,080 --> 00:11:53,070 access anything that's on the defender's script, for example, from our animator. 221 221 00:11:53,070 --> 00:11:57,720 So the golden rule here, is I've led you down a little bit of a slight side 222 222 00:11:57,720 --> 00:12:02,920 alley that we're gonna fix up operationally, is put all of your scripts 223 223 00:12:02,920 --> 00:12:06,790 at the parent level, and your animator at the parent level. 224 224 00:12:06,790 --> 00:12:09,580 The most important thing is to have the animator at the parent level, 225 225 00:12:09,580 --> 00:12:12,720 cuz then you can drill down and animate anything below. 226 226 00:12:12,720 --> 00:12:18,310 But also, therefore, we need to have our scripts at the parent level as well, 227 227 00:12:18,310 --> 00:12:21,430 so that it can talk to the animator. 228 228 00:12:21,430 --> 00:12:25,146 But if I was to go and move that script, now, 229 229 00:12:25,146 --> 00:12:30,069 from the body, so if I was to remove that script from here, 230 230 00:12:30,069 --> 00:12:34,808 remove component, add it to the parent level shooter. 231 231 00:12:34,808 --> 00:12:36,167 Now, when we go back to the animator, 232 232 00:12:36,167 --> 00:12:38,600 don't worry about the fact that those haven't been filled in yet. 233 233 00:12:38,600 --> 00:12:41,190 We go back to the animator on the body level. 234 234 00:12:41,190 --> 00:12:45,570 We click on the animation, which is on the animator. 235 235 00:12:45,570 --> 00:12:48,940 Looking, it doesn't find fire, it doesn't know where it is. 236 236 00:12:48,940 --> 00:12:53,170 So therefore, we're up to a challenge to recreate a couple of characters, 237 237 00:12:53,170 --> 00:12:55,610 we created not quite perfectly. 238 238 00:12:55,610 --> 00:13:00,830 For the lizard and the cactus, set them up with a proper parent child relationship. 239 239 00:13:00,830 --> 00:13:02,990 And at the moment, we have the Lizard. 240 240 00:13:02,990 --> 00:13:06,510 It doesn't have a body on it, so we're gonna create a body. 241 241 00:13:06,510 --> 00:13:10,010 Put the sprite renderer of the Lizard onto the body. 242 242 00:13:10,010 --> 00:13:13,230 And then, we'll need to recreate those animations. 243 243 00:13:13,230 --> 00:13:16,890 And then, make sure the parent has all the scripts, as well as the animator. 244 244 00:13:16,890 --> 00:13:20,570 Make sure the child, or we'll call it the body, has a renderer on it. 245 245 00:13:20,570 --> 00:13:22,540 And then, to animate your characters. 246 246 00:13:22,540 --> 00:13:23,050 So for 247 247 00:13:23,050 --> 00:13:26,390 those couple of characters that we've created back to front, trophy is okay. 248 248 00:13:26,390 --> 00:13:28,800 We created the trophy, [SOUND] right here. 249 249 00:13:28,800 --> 00:13:30,380 We made sure we're careful about that. 250 250 00:13:30,380 --> 00:13:33,660 It has parent level with the animator and the scripts we're putting there. 251 251 00:13:33,660 --> 00:13:37,440 And then, it has children underneath that we can animate, no problem. 252 252 00:13:37,440 --> 00:13:43,270 So jump in, take on that challenge to recreate your Lizard and your Cactus. 253 253 00:13:43,270 --> 00:13:45,980 And I will go through my solution in the next video. 254 254 00:13:45,980 --> 00:13:49,240 So when you're done, jump onto the next video, and I'll see you there soon. 26034

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