Would you like to inspect the original subtitles? 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
Can't find what you're looking for?
Get subtitles in any language from opensubtitles.com, and translate them here.