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These are the user uploaded subtitles that are being translated: 1 00:00:05,120 --> 00:00:11,264 So now that we have some XC90 animation added into our project before our character 2 00:00:11,520 --> 00:00:15,360 You need to look at how to go about getting this character for 3 00:00:15,616 --> 00:00:16,128 Play ABBA 4 00:00:16,640 --> 00:00:22,528 Now I have done is I have dragged out these animation assets themselves 5 00:00:23,040 --> 00:00:26,880 Directly into the level and I've hit a simulate play here 6 00:00:27,136 --> 00:00:31,744 Which just allows me to preview animation but as of yet 7 00:00:32,256 --> 00:00:38,400 We do not have these in our level if I were to play or you can see that weird 8 00:00:38,656 --> 00:00:40,704 Using the default character 9 00:00:41,728 --> 00:00:42,496 So 10 00:00:43,008 --> 00:00:45,056 How do we go about changing 11 00:00:45,568 --> 00:00:46,848 The most 12 00:00:47,360 --> 00:00:48,128 Appearance 13 00:00:48,384 --> 00:00:51,456 Step to take is that we need to open our third person character 14 00:00:52,224 --> 00:00:54,016 And where we have this 15 00:00:54,272 --> 00:01:00,269 Prototype gnash we need to change it to our custom character however there is a problem with this 16 00:01:00,271 --> 00:01:02,619 Subtitled by -♪ online-courses.club ♪- We compress knowledge for you! https://t.me/joinchat/ailxpXoW3JVjYzQ1 17 00:01:02,620 --> 00:01:02,720 Would you may be able to see already 18 00:01:03,232 --> 00:01:04,256 Is that 19 00:01:04,512 --> 00:01:06,304 This character is an animator 20 00:01:06,560 --> 00:01:10,144 Using animation also if we were to hit play right now 21 00:01:10,656 --> 00:01:12,704 But we do have a character and we can 22 00:01:13,216 --> 00:01:16,800 Jump and control but obviously 23 00:01:17,056 --> 00:01:21,408 The animations are not working on it and it is just bounded to the T pose 24 00:01:22,176 --> 00:01:23,456 So 25 00:01:23,712 --> 00:01:29,088 Let's look at how to fix this SEO I'm just going to delete those animation ass 26 00:01:30,368 --> 00:01:36,512 I seen I noticed that my character that is so little large so I'm gonna go ahead and grab the 27 00:01:36,768 --> 00:01:41,120 Nash component just scale it down so it's within the bounds of 28 00:01:41,376 --> 00:01:43,168 Capsule component here this colour 29 00:01:43,936 --> 00:01:44,448 System 30 00:01:46,752 --> 00:01:52,896 So I am to do this we need to create what is called an animation blueprint if I switch back to the unit 31 00:01:54,432 --> 00:01:56,224 You can see it here in the little 32 00:01:56,736 --> 00:02:02,368 Drop down above we're resetting Nash there some settings for animation here 33 00:02:03,136 --> 00:02:07,232 Cell by default this character uses an animation blueprint 34 00:02:07,744 --> 00:02:10,816 This is the animation blueprint it is using 35 00:02:11,072 --> 00:02:17,216 Set up to automatically know when we are walking and when we are running in jumping and it will 36 00:02:17,472 --> 00:02:17,984 B&Q 37 00:02:19,520 --> 00:02:22,080 Cell level look at how to set this 38 00:02:22,336 --> 00:02:24,128 For our custom character 39 00:02:27,968 --> 00:02:31,040 So to create an animation blueprint in the first thing 40 00:02:32,832 --> 00:02:37,696 Actually is not a good thing itself it was called in animation blendspace 41 00:02:38,464 --> 00:02:42,816 Now the blendspace is a special type of animation asset 42 00:02:43,072 --> 00:02:49,216 That will allow the character to smoothly blend between 43 00:02:49,472 --> 00:02:53,312 Animation the walking animation in the Running animation 44 00:02:54,080 --> 00:02:59,968 Can a certain speed set to create a new blank space for this character 45 00:03:00,480 --> 00:03:06,624 I'm just going to come into the animations folder here that I have for it because this is an acid that is 46 00:03:06,880 --> 00:03:07,904 Animation 47 00:03:08,416 --> 00:03:10,720 And I am going to right click 48 00:03:11,488 --> 00:03:13,280 Any content browser window 49 00:03:13,792 --> 00:03:14,816 Animation 50 00:03:15,072 --> 00:03:17,888 Blendspace 1D 51 00:03:18,912 --> 00:03:25,056 There is a 2D here but we only need the one dimension because you're only going to have one variable and that is Force 52 00:03:25,824 --> 00:03:29,664 BS4 Wednesday's underscore 53 00:03:30,432 --> 00:03:31,200 Idle 54 00:03:34,528 --> 00:03:40,672 And you'll see that shows are character skeleton that is what we seen a few here is all about 55 00:03:40,928 --> 00:03:41,952 Character to rtp 56 00:03:42,720 --> 00:03:48,864 So when you double click to open up your information going on here 57 00:03:49,120 --> 00:03:52,704 Don't be too intimidating we're not going to be using most of it just yet 58 00:03:53,472 --> 00:03:55,776 The things we do want to set here is 59 00:03:56,032 --> 00:03:57,312 This graph right here 60 00:03:58,080 --> 00:04:00,896 Vertical access here 61 00:04:01,152 --> 00:04:04,224 Back to the horizontal is the only one that really matters for the 62 00:04:04,736 --> 00:04:07,808 One day in the only one that we can really change so 63 00:04:08,320 --> 00:04:11,648 This graph right here is going to represent our speed 64 00:04:12,160 --> 00:04:17,791 So we have to 100 to start with but we can change these that I use as needed 65 00:04:18,303 --> 00:04:20,095 So to do that we have to come 66 00:04:20,351 --> 00:04:25,215 Are we have to do is come up and details and come to the access settings 67 00:04:25,983 --> 00:04:32,127 The horizontal axis drop down and little girls always information we see output right here 68 00:04:32,383 --> 00:04:33,919 In the in the grass 69 00:04:34,943 --> 00:04:40,575 Forename is currently in 20-minutes Speed because that is what does variable represents 70 00:04:41,087 --> 00:04:46,719 The minimum axis value of keep it at 0 because if you're not moving our speed should be zero 71 00:04:47,743 --> 00:04:50,559 I'm just testing some values in a 72 00:04:50,815 --> 00:04:52,095 Find a d max 73 00:04:53,375 --> 00:04:55,935 Value that looks the best 74 00:04:56,191 --> 00:04:56,703 4 75 00:04:56,959 --> 00:05:03,103 New characters is 375 head and change that and maximum value to 375 76 00:05:03,359 --> 00:05:05,151 Update here any graph as well 77 00:05:06,943 --> 00:05:13,087 So basically this is going to do is working tell this at what values we want to change to these 78 00:05:13,343 --> 00:05:14,111 Animations 79 00:05:14,367 --> 00:05:20,511 Set a speed value of 0 we want to be idling not in this t pose 80 00:05:20,767 --> 00:05:23,583 If we go down here at the browser 81 00:05:23,839 --> 00:05:28,191 We can see all the animations that we brought in for this character 82 00:05:28,703 --> 00:05:31,263 So happy I'm alright here so I can 83 00:05:31,775 --> 00:05:35,615 Bread without to a value of 0 on my graph 84 00:05:36,127 --> 00:05:40,223 Character is playing the idle animation 85 00:05:42,015 --> 00:05:44,575 So we want to them if we 86 00:05:44,831 --> 00:05:50,207 Little bit for forward slightly if we were using a gamepad or something like that 87 00:05:51,231 --> 00:05:53,023 To walk 88 00:05:53,535 --> 00:05:58,911 The next dragon is The Walking animation I'm going to put it at a value of about a hundred 89 00:05:59,679 --> 00:06:05,823 So I drag it into approximately that value but if I click on the point on the graph here we can 90 00:06:06,079 --> 00:06:11,455 Right here and we can change it to be exactly 100 if we need to 91 00:06:12,991 --> 00:06:19,135 So I'm coughing now is that if you read it here it says hold control the size of the preview basically 92 00:06:19,391 --> 00:06:22,207 Control and slide the sex around 93 00:06:22,975 --> 00:06:24,767 On the line here 94 00:06:25,023 --> 00:06:28,863 We can see a preview of how it's going to brand when they speed 95 00:06:29,119 --> 00:06:30,399 Reaches the values 96 00:06:31,167 --> 00:06:33,215 So we do have one more to put in hair so 97 00:06:35,263 --> 00:06:38,847 Put in our running animation and let's start it over to 375 98 00:06:43,711 --> 00:06:48,831 Control we can see that it is smoothly interpolating between the 99 00:06:49,087 --> 00:06:53,183 The idle stance the wax tense and then eventually be ran 100 00:06:55,487 --> 00:06:57,791 We have all of those smoothly blended together 101 00:07:01,375 --> 00:07:07,007 That is all we need to do to create our 1D blendspace to go ahead and hit save and close that app 102 00:07:07,775 --> 00:07:13,919 What is a question of what to do with this asset will this asset needs to go and what is called an 103 00:07:14,175 --> 00:07:14,943 Animation Blue 104 00:07:15,711 --> 00:07:19,039 Cell in the same folder when I'm going to do is right click 105 00:07:19,807 --> 00:07:20,831 Go to animation 106 00:07:21,855 --> 00:07:23,647 Create a new animation blueprint 107 00:07:24,159 --> 00:07:29,535 Going to ask you at skeleton you want to use of course we are custom characters skeletons so weird 108 00:07:31,583 --> 00:07:32,095 Create 109 00:07:32,863 --> 00:07:36,191 Animation blueprint 110 00:07:36,959 --> 00:07:40,031 Whatever your character's name in this I forget what his name is 111 00:07:43,615 --> 00:07:46,687 This is our animation blueprint 112 00:07:46,943 --> 00:07:50,527 Someone somewhere to other blueprint graph editors but 113 00:07:51,039 --> 00:07:54,879 We have a different system here in the middle 114 00:07:55,903 --> 00:08:02,047 So this outfit girls will be the result of every flag into the snow 115 00:08:03,839 --> 00:08:08,959 In order to get this character in my TV 116 00:08:09,471 --> 00:08:15,615 We need to add a new Estate machinery here and a state machine is just a know that we can 117 00:08:15,871 --> 00:08:16,895 Into an 118 00:08:17,407 --> 00:08:18,943 That will handle 119 00:08:20,223 --> 00:08:21,503 How is 120 00:08:21,759 --> 00:08:27,135 Transitioning between States and what state the characters in with regards to this animation 121 00:08:30,719 --> 00:08:33,023 State machine 122 00:08:33,535 --> 00:08:37,887 Can you get this result here that says add new state machine so bad 123 00:08:40,959 --> 00:08:43,519 Default locomotion wherever you like 124 00:08:45,311 --> 00:08:49,663 What's in I'm going to apply the output pose into the input for the 125 00:08:50,175 --> 00:08:52,479 If you were to compare now 126 00:08:52,735 --> 00:08:55,807 Nothing would happen because this machine is currently empty 127 00:08:56,831 --> 00:08:58,111 Turn off double click to open it 128 00:08:58,623 --> 00:09:04,767 You can see here this is our entry no here so we need to build basically 129 00:09:06,303 --> 00:09:09,631 This in order to drive the animation here 130 00:09:10,911 --> 00:09:15,775 So the first thing I want to do is get this blendspace I just made 131 00:09:16,031 --> 00:09:17,567 Into my state machine 132 00:09:18,079 --> 00:09:22,687 So what I'm going to do it I'm going to drop it off this 10 I'm going to add a new Estate 133 00:09:23,711 --> 00:09:25,759 Micawber Street 134 00:09:30,111 --> 00:09:33,183 And this is going to handle the entirety of this Wednesday 135 00:09:33,439 --> 00:09:34,975 To get this working 136 00:09:35,231 --> 00:09:39,327 We need to just have a quick to get into the adult walk around and stay 137 00:09:39,839 --> 00:09:42,655 In here we have an output animation pose as well 138 00:09:43,935 --> 00:09:47,007 So are we need to do is drag in this blendspace 139 00:09:50,847 --> 00:09:56,991 So now we have our twenties connected but currently as people always be zero because that 140 00:09:58,783 --> 00:10:00,319 Right here in the snow 141 00:10:00,345 --> 00:10:02,504 Subtitled by -♪ online-courses.club ♪- We compress knowledge for you! https://t.me/joinchat/ailxpXoW3JVjYzQ1 142 00:10:02,505 --> 00:10:02,879 So we need to 143 00:10:04,415 --> 00:10:10,559 To control this speed variable and the way we're going to do that is by adding a speed variable 144 00:10:10,815 --> 00:10:12,863 Animation 145 00:10:14,399 --> 00:10:17,471 So I'm gonna come down here on to the Maya blueprint 146 00:10:17,727 --> 00:10:21,567 Window here and add a new float variable 147 00:10:27,967 --> 00:10:30,271 I'm just going to this feed into this 148 00:10:30,783 --> 00:10:35,647 This is not doing anything but we are going up in just a minute 149 00:10:37,439 --> 00:10:39,999 Currently this is 0 because it's not a reading 150 00:10:40,255 --> 00:10:46,399 Any value from this very boring to change that as soon as we have over to the actual in graph 151 00:10:47,679 --> 00:10:53,823 Now and this is the true event for our animation blueprint hair and this is where we're going to do 152 00:10:54,079 --> 00:10:55,615 Any of these variables 153 00:10:56,127 --> 00:10:59,199 That We Created on here to control our animation 154 00:11:03,039 --> 00:11:03,807 We are 155 00:11:04,063 --> 00:11:07,391 Start with these two greyed out default 156 00:11:08,671 --> 00:11:14,815 No is here and we are actually going to use both of them so this is our sort of beginning play 157 00:11:15,071 --> 00:11:20,703 So the speak basically when if we have a animation blueprint a sign of this character 158 00:11:21,215 --> 00:11:27,359 When we set up the game it's just going to update start updating the animation for anything we dragged off of the snow at work 159 00:11:27,615 --> 00:11:28,639 Happen on attic room 160 00:11:29,407 --> 00:11:33,503 The first thing I'm gonna do is out of this try get pawn owner 161 00:11:33,759 --> 00:11:39,903 I just want to make sure that it's before I try to update the animations and all because if 162 00:11:40,159 --> 00:11:41,695 Play We Are 163 00:11:42,207 --> 00:11:46,303 And we destroyed the actor from scene or something like that 164 00:11:46,559 --> 00:11:51,167 This will no longer be valid anymore and there will be no animation to update so 165 00:11:51,423 --> 00:11:56,799 I just want to make sure about the the character is valid in the scene before we do anything with 166 00:11:58,847 --> 00:12:04,479 Ok so we need to set this speed very but here so I'm just going to dry out a set speed now here 167 00:12:04,991 --> 00:12:08,319 Dried out from the invalid to set the speed 168 00:12:09,087 --> 00:12:15,231 What do we need to set it to well lovely unreal has made this very easy for us all we need 169 00:12:15,487 --> 00:12:17,791 Who is dragging off of this get panettone 170 00:12:19,071 --> 00:12:20,095 Get 171 00:12:24,191 --> 00:12:25,727 We have that 172 00:12:25,983 --> 00:12:28,799 We will return as a vector value 173 00:12:29,055 --> 00:12:34,687 So the speed information contains both the force and the direction 174 00:12:35,199 --> 00:12:40,831 So we just want to force really dear which would be the speed so I want you to do is get off the Spectre now 175 00:12:42,623 --> 00:12:45,439 Because we don't care about the direction 176 00:12:48,255 --> 00:12:50,303 Connect float to that 177 00:12:51,071 --> 00:12:52,351 Internet speed 178 00:12:53,887 --> 00:12:54,911 Settlers test 179 00:12:55,167 --> 00:12:58,239 I just think we are here 180 00:13:00,799 --> 00:13:01,311 Of course 181 00:13:01,567 --> 00:13:04,895 Hug at the animation 182 00:13:05,151 --> 00:13:06,943 To our third person character blue 183 00:13:07,455 --> 00:13:11,039 The third person character where we have switched at the Nash 184 00:13:11,295 --> 00:13:15,391 We all need to specify that we want to use our new animation blueprint 185 00:13:15,903 --> 00:13:19,999 As soon as we do that you will see it update in the viewport window here 186 00:13:20,511 --> 00:13:23,071 The comparisons that and now it's test 187 00:13:24,095 --> 00:13:26,399 Character he is idling 188 00:13:27,167 --> 00:13:30,239 When we press forward and WR keyboard 189 00:13:33,055 --> 00:13:36,639 This is pretty cool in our already we're almost there however 190 00:13:38,687 --> 00:13:44,575 Well we're moving forward and we haven't added any more Jack 191 00:13:45,087 --> 00:13:47,391 Animation blueprint for jumping 192 00:13:47,647 --> 00:13:49,951 So let's look at how to do that 193 00:13:51,487 --> 00:13:55,327 So I'm going to return my state machine by clicking on this time over here 194 00:13:56,351 --> 00:14:02,495 Don't know I'm all the way in me I will walk around stay but I really want to be in my default state machine here so I'm just going to 195 00:14:02,751 --> 00:14:03,775 To go one back 196 00:14:04,799 --> 00:14:06,079 So I'm going to 197 00:14:06,591 --> 00:14:10,431 Port v jumping logic off of this I don't run 198 00:14:10,943 --> 00:14:12,991 So do you do that I have to do is 199 00:14:13,247 --> 00:14:16,831 Click and drag on the outside of that include in an estate 200 00:14:17,599 --> 00:14:20,159 I have three new States here one is going to be 201 00:14:25,279 --> 00:14:26,559 When is going to be 202 00:14:30,911 --> 00:14:32,447 When is going to be 203 00:14:35,263 --> 00:14:41,151 If you remember something this way because we need to account for jumping off of ledges 204 00:14:41,407 --> 00:14:46,015 Where are we don't know how long I'm going to be falling for essentially 205 00:14:46,527 --> 00:14:52,671 And we can connect us to Bath to I'll walk around because once we finish 206 00:14:52,927 --> 00:14:54,719 How to return to plane with animation 207 00:14:55,743 --> 00:15:00,095 Animations within these States 208 00:15:01,119 --> 00:15:02,911 Start over 209 00:15:03,935 --> 00:15:10,079 And answered this we don't have to create any sort of Wednesday Sur additional acid to do is 210 00:15:11,871 --> 00:15:12,895 When did John start 211 00:15:13,919 --> 00:15:14,687 Connect the dots 212 00:15:15,711 --> 00:15:16,479 Go back one 213 00:15:16,735 --> 00:15:18,271 Do the same thing for example 214 00:15:21,087 --> 00:15:21,855 Connect 215 00:15:23,391 --> 00:15:25,439 Do the same 216 00:15:27,999 --> 00:15:29,791 Go into the jump and 217 00:15:31,071 --> 00:15:31,583 Connect 218 00:15:33,119 --> 00:15:39,007 So if you were to compile and Tesco's now this still not work because we need to 219 00:15:39,263 --> 00:15:41,823 Set transition rules so basically 220 00:15:42,335 --> 00:15:45,663 What needs to have them to the character in the game in order for 221 00:15:46,687 --> 00:15:51,807 This transition to happen in order to move away from the animal crying and into dumpster 222 00:15:52,831 --> 00:15:55,135 For this gonna need another variable 223 00:15:56,415 --> 00:15:59,743 And that variable is going to be down here and it's going to be a bullying 224 00:15:59,999 --> 00:16:01,023 Am I going to call it 225 00:16:01,535 --> 00:16:02,047 Is 226 00:16:06,143 --> 00:16:07,935 Change the volume 227 00:16:11,263 --> 00:16:11,775 So 228 00:16:13,311 --> 00:16:15,103 We want to start 229 00:16:15,615 --> 00:16:19,967 Jumping when the character is in the air and we want to stop jumping when you're not 230 00:16:20,735 --> 00:16:23,807 Selfie centre from ground to jump start 231 00:16:24,319 --> 00:16:26,367 Army transition itself 232 00:16:27,135 --> 00:16:29,183 Instead dragonar is in air 233 00:16:31,487 --> 00:16:32,767 Connect to news 234 00:16:37,119 --> 00:16:40,703 So currently we can enter this but we can't do anything with it 235 00:16:44,287 --> 00:16:46,591 To move from Dunster to junk food 236 00:16:46,847 --> 00:16:52,991 Well basically jump-start animation is almost 237 00:16:53,247 --> 00:16:56,063 Stop playing the jumper Luke animation 238 00:16:56,575 --> 00:16:59,135 Double click to enter this translation 239 00:16:59,903 --> 00:17:02,463 And I'm keeping my man in the Jar 240 00:17:02,719 --> 00:17:05,279 And then jump start to jump 241 00:17:05,791 --> 00:17:08,351 So I basically one in Milden 242 00:17:09,631 --> 00:17:13,471 Animation almost done playing when it is 243 00:17:13,727 --> 00:17:15,007 Enter this transition 244 00:17:15,519 --> 00:17:21,151 And there is a note for that so we can directly and I'm just going to start typing in jam 245 00:17:21,407 --> 00:17:23,967 Which former animation 246 00:17:24,479 --> 00:17:25,759 And 247 00:17:26,271 --> 00:17:27,551 You get all these thoughts 248 00:17:27,807 --> 00:17:29,087 Function Drake here 249 00:17:29,599 --> 00:17:33,439 And I'm going to use is 250 00:17:33,695 --> 00:17:35,999 Basically it's going to 251 00:17:36,767 --> 00:17:39,071 How much time is left in this animation 252 00:17:39,583 --> 00:17:42,911 And if that value is less than 253 00:17:43,167 --> 00:17:44,447 Something we sad 254 00:17:44,703 --> 00:17:46,495 Say .5 255 00:17:47,519 --> 00:17:49,567 We can then enter the train station 256 00:17:52,639 --> 00:17:58,015 To go from a jumper loop to jumper and that's an easy one are we going to do with are we in Ayr 257 00:17:58,527 --> 00:18:02,111 If the answer is no or if we are not 258 00:18:04,159 --> 00:18:06,975 Any air we can enter the translation 259 00:18:09,023 --> 00:18:12,607 And finally once we've finished play me jump end in 260 00:18:12,863 --> 00:18:14,399 Jump end animation 261 00:18:14,911 --> 00:18:17,727 We want to transition back to the Isle of Wight 262 00:18:18,495 --> 00:18:20,287 Going to do the same thing 263 00:18:23,871 --> 00:18:25,407 Get timer meaning 264 00:18:30,527 --> 00:18:31,807 If it's the last man 265 00:18:32,063 --> 00:18:34,623 Anthem u25 work to the best 266 00:18:34,879 --> 00:18:41,023 You may be wondering why we're checking if a ternary is less than .5 because of Central what we're doing 267 00:18:41,279 --> 00:18:42,815 Cutting off the animation 268 00:18:43,327 --> 00:18:48,191 Play the next one before the last one is first and this has to do with 269 00:18:48,447 --> 00:18:49,983 Motorbike animation Hitchin 270 00:18:50,495 --> 00:18:53,567 If you don't believe me you can go and send it to 271 00:18:53,823 --> 00:18:56,127 20 work 10 something very low 272 00:18:57,151 --> 00:19:00,991 And I'm you'll see that there's a little more jittering in the animation 273 00:19:02,527 --> 00:19:06,111 Does value of a little bit like 25 days a little bit last year 274 00:19:07,135 --> 00:19:12,767 Ok so this is our entire jump logical however we are not 275 00:19:13,023 --> 00:19:16,863 Setting this variable anywhere yet so it's still not working 276 00:19:17,119 --> 00:19:19,679 Because they never selling it is an air 2 true 277 00:19:20,703 --> 00:19:24,031 So we need to do that just as we did here for the speech 278 00:19:26,847 --> 00:19:29,663 Sell this one is also very straightforward 279 00:19:30,175 --> 00:19:33,503 To do is dragging off of this try get paint over here 280 00:19:34,015 --> 00:19:40,159 And we're going to get the movement component of the character cos it's return value 281 00:19:42,463 --> 00:19:42,975 Here 282 00:19:43,999 --> 00:19:46,559 So what we have and get movement component 283 00:19:47,583 --> 00:19:53,727 Very nicely packaged in a function that can evaluate 284 00:19:53,983 --> 00:19:56,287 Is falling through the air 285 00:19:56,799 --> 00:19:58,335 And that is just is falling 286 00:19:59,103 --> 00:20:00,383 How to return 287 00:20:00,639 --> 00:20:01,663 Boolean value 288 00:20:01,919 --> 00:20:04,479 So we can use this value to set 289 00:20:06,271 --> 00:20:07,551 Just connected up here 290 00:20:09,087 --> 00:20:10,879 I want 291 00:20:12,159 --> 00:20:16,255 You're still running and walking for a brilliant transitioning back to the Idol 292 00:20:16,767 --> 00:20:17,535 Now 293 00:20:19,327 --> 00:20:25,471 Well we have some issues with the animation itself but the logic is our working your heating off 3 of hours 294 00:20:25,727 --> 00:20:26,239 Formation 295 00:20:34,431 --> 00:20:39,295 When to do a little bit of cleaning work on his animations in the neck 296 00:20:39,551 --> 00:20:40,063 Video 24132

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