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So we're going to add a component to our player here
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A component is called an enemy
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So type in
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Animator
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When adding your component in there we go
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In a minute can also be called on mechanism in a meter superhero Googling for solutions for your own
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Component you can Google mekanam animator
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Now the area allows us to create a tree
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Animations
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And then sort through those animations based on certain parameters
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I know that's confusing I know it doesn't make sense so I would recommend just following along with me and I don't make sense
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When she kind of practise a little bit movie watch this video maybe once or twice ok
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So when I click on window and go to
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Animation
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Animator
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Ok
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Subtitled by
-♪ online-courses.club ♪-
We compress knowledge for you!
https://t.me/joinchat/ailxpXoW3JVjYzQ1
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And this is a wonderful confusing
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Window it's not as confusing as it looks already we got layers parameters but this weird
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Also I'm going to go ahead and get a window
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Animation in an animation
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And I'm really use this down here
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The animator window is where you manage
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Multiple animations
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Until unity which animation to play
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Based on certain parameters
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The animation window is where you actually enemy your character in the bones ok
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So this is why you handle multiple animations
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This is why you handle a single animation and what it does
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Ok
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So the first thing to do is just going to my scene view here
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And I'm going to go ahead in click create just to show you guys how this works
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Miniclip create animation
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Alright so it's like we can create a new folder
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And I think we should call this
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Animation
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Anything new folder called characters
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Inside that folder and create a new folder
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Call Claire
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And I can go ahead in name the first animation in Italy player
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Stand knows my syntax nice and clean capital space
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Stand
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Ok
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Alright so now we have this timeline
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If I click this record button
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I can actually move around various parts of my player
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And it will automatically create with cold keyframes
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And tell unity this is where I want the bones to be at this specific
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Frame
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As you can see here we can
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Click the record button and if we just simply drag the hands
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My down to aside here can I give standing in place maybe
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Do something like this
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It's adding these weird looking diamonds and all these are our indicators to show
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Hey unity
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This is the position at 0 right
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So I hit play what does only one frame so it just sort of stays there
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Spotify play mode
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Get see now
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My pleasure is
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Serve
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Lupin position is only one frame again but it's looking so he's
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Constantly playing this animation of him just standing there
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And if we go to our animator tab
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You can see
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We have 1 animation as got player stand
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And after entry
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We are going to
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Start the game and we're going to play this animation ok
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Is my nan make sense so just hold on tight
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And it will once we start messing around with various animations
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Now I want to give you a quick note
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If you guys aren't seeing
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Your skeleton here
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You want to make sure you click the sort of gizmos button
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If you don't see it highlighter
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You not going to see your bones you're not gonna be able to manipulate your character have definitely been confused before wondering where are my bones
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Just be sure to click it and turn it on
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And now we can actually manipulate our bones
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So when were in the standing animation we can actually move
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Are play head over
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You might say
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We want him to sort of breathe
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Every second right so we could actually move his arms up a little bit like he's breathing
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And maybe put him back in with his head like this
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But you noticed
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No keyframes
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To the timeline
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Or remember you got to be extra careful when you're working on your animations guys
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You nearly has I don't know it's not the best animation system I'll be honest because it default
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What's a preview mode when in reality I wish you would default to record mode ok
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So now the world record mode I can pull my play head over to One S
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And move his arms out just a little bit
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And maybe shift his chest a little bit so something like this see you there
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And I can highlight all of these
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Press ctrl-c to copy them
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Zoom out using the scroll wheel and get a 2 seconds
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And now
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He will stay in there
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Embryo
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Very cool
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Now
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We can also make him blink so let's go ahead and maybe startupblink here
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And again make sure they were on record mode
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I'm going to select this I hear
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There we go to scale
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And I'm going to shrink it down like the see that
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Why you want to be careful though because luck watch
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Is it a very slow blink
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So what am I to do is actually take the first frame and paste it
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Roundabout here and then another one right here
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Do that
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So now
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Is blinkers fast
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Here we go
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So what's occurring by the way there's something called cleaning in twinnings was started a long time ago more than a decade
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No between basically means you don't need the enemy frame-by-frame guys
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If you're making a game like hollow Knight
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You gonna use a lot of frame by frame animations
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But I'll be honest I play that game and I realise there's some Twinning going on as well basically between means is indicating
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And keyframe position
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Mnm other keeping position in unity with some math is got fill in the gaps here's an example
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If I rotate the head like this and I rotate the Head Like This
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That's 2 frames but unity is going to fill in the gaps for me
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So that's what makes animation so much easier in 2020 as opposed to in 1992
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Ok so I'm going to delete those head rotation and just going to delete the entire property right here
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And
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Let's take a look here
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How to get one eye blinking what's the other one
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It's like that
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Make sure we're on record mode
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So what I'm going to do is I'm going to go to this key from here
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Stream down the size and then again
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Copy
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The first name of this property which is a right scale
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Inner peace
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MPC here
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So now he breaks what's going on here
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And see how it looks
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What is blinking
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And
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Barely breathing very cool
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Awesome
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I definitely like the way that looks
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Ok
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So
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What's
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Go ahead
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And talk about something
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That is a little bit complicated
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But I believe strongly
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Then I can help it make sense
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You guys better than a lot of people try to make it make sense to me ok
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Can I go ahead and click on the enemy tab ok
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There's layers going to target layers in future episodes it might even be in the events section
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But right now we're just going to go to parameters ok
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What does tab mean is
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What parameters
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Are associated
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With
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The animator
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Well if I create a parameter let's see here and let's see what can we do that's create
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Will you create a parameter called
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Grounded
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And that's a bully and you guys my right bullions alright true false true false
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True false in credit all kinds of primers
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Guys be honest a perimeter is just a variable that's what it is it's just basically of variable
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Associated with your animator ok
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So I have
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A variable called grounded
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What is actually does this even mean
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I know I already have a variable called grounded inside of player
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The actual script
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Meaning when he's on the ground
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Grounded is set to true
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Well I can actually send that information
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Into the animator
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And then tell the animator to
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Play the jump animation
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Based on if the player is no longer grounded again
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Grounded equals Fosse
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Ok
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How many create a tonne of different parameters here in the slowly start using them
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And make animation changes
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Based on whether a promoter is true or false or whether a velocity value is bigger than 0 or
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What's go ahead in create a few variables
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Because I know that this is confusing this is one of the things that really confused me when I was learning unity
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Don't panic
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I know you might feel a little bit
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Lasted right now but
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Go along with me
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Ms Crazies parameters
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We're going to first create a float
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IKEA creator
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Vector to I don't know why but we can't create a vector 2
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Subtitled by
-♪ online-courses.club ♪-
We compress knowledge for you!
https://t.me/joinchat/ailxpXoW3JVjYzQ1
197
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As a parameter but we can create velocity
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X
199
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Any we can also create velocity
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Why
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No why do we need these values
202
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Because we want to send information from the player script into this animator component
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This controller
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And say hey the velocity of the player is 1
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Let's play
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What the running animation
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Because well the velocity is 1
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Or if the velocity is back down to 0 animation to be player stand
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Instead of player run
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So there is two variables we're gonna use we're gonna create another one we're going to call this a Trigger
211
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And it's going to attack
212
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A trigger is a lot different than a billion a bullying can remain true or remain false
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Said it said I trigger just happens once like firing a gun
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So if I say hey
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Animator attack
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If we're going to go
217
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As opposed to UK animator grounded
218
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Can be true until I tell her to be false
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Alright we got grounded velocity
220
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X why we get attacked
221
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We can also create a hurt
222
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Trigger
223
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We can also create a jump Trigger
224
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And when we create a few more here what about move Direction
225
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As an integer
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Not a float but just an integer
227
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We create another one baby for future versions of this game may be attacked directions
228
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If I punching down it'll be one animation if you're punching to the right it'll be another animation
229
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And that's going to be integer and we can call it a tag
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Directions get more specific attack Direction why so we punching up vs punching down
231
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If you're not doing either
232
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Then one is going to party left or right
233
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Based on the move Direction
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Ok let's see another trigger we could create
235
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Is Flash meaning if the player is hurt or they collect health
236
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We're going to play the flash animation so once that fires is going to immediately go to the flash animation
237
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Again guys I know this is confusing just bear with me
238
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So these are all of the parameters
239
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Aka variables associated with this animator
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Associate with the player
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Am I going to use these to determine which animation plays guys we don't have parameters it's going to be
242
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It's hard to know which animation to play
243
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So again if we know that the players grounded is true
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Then we can send
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The animated to a new animation which is the standard information is grounded is false
246
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It's going to send it to the jump in a mission
247
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Well if we go ahead in
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Hit seen and then hit play
249
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I can show you what's going on here
250
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What's jumping over these guys in stay and about right here
251
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What's lighter animator window here
252
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N n select our player
253
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To take a look
254
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Is there a blue Bar is indicating
255
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The player is in the stand innovation and it just simply lupin right
256
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We've also got all other parameters here but you can see they're all just sort of it though default value that's because
257
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What have any script telling these parameters what to be
258
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We don't know where the ground is true or false we don't know what the velocity is
259
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These are not linked in any way to the variables associated with the players
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And that is the new player script
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They're just not associated in any way
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We need to make them associate
263
00:13:37,919 --> 00:13:40,991
So let's jump into a new player script in make that happen
264
00:13:41,247 --> 00:13:43,295
When you go home double click on new player here
265
00:13:44,319 --> 00:13:46,367
Are we going to open that up in Visual Studio
266
00:13:47,135 --> 00:13:53,023
In the very first thing we need is a reference to the animator remember guys everything is pretty much
267
00:13:53,279 --> 00:13:56,863
You know I can Pony that even NM are a component
268
00:13:57,119 --> 00:13:58,143
On your player
269
00:13:58,655 --> 00:14:02,239
For example if we open up on Unity Project and take a look at the player
270
00:14:02,495 --> 00:14:05,055
We can see we have this animatorcontroller here
271
00:14:05,311 --> 00:14:09,919
That's what they say is right when we look at this is basically just digging deep inside of this
272
00:14:10,175 --> 00:14:16,319
Well we need a reference to that that's open up a script and what we're going to do is just create a new reference
273
00:14:16,575 --> 00:14:18,111
A references section here
274
00:14:18,623 --> 00:14:21,439
Remember we're going to be doing in alphabetical order
275
00:14:21,695 --> 00:14:24,767
So we can put it right here it's going to be serialised
276
00:14:25,023 --> 00:14:26,559
And it's going to be private
277
00:14:28,095 --> 00:14:33,215
Going to be an animator component in this is call it in a metre with a lowercase a
278
00:14:33,983 --> 00:14:36,287
Alright that's going to be a reference for the animator
279
00:14:36,799 --> 00:14:42,943
And then we're going to do is we're going to go down to the bottom of her update and I'm going to create a new calm and I'm going to call this
280
00:14:43,199 --> 00:14:45,759
Set each animator float
281
00:14:46,783 --> 00:14:47,551
And Trigger
282
00:14:48,063 --> 00:14:48,575
To it
283
00:14:50,623 --> 00:14:54,719
So it knows which animation to fire
284
00:14:55,743 --> 00:14:58,815
We're going to say a animator set float
285
00:14:59,839 --> 00:15:00,607
Velocity
286
00:15:02,399 --> 00:15:03,679
Eczema that promote
287
00:15:04,447 --> 00:15:05,727
We're going to setup flow
288
00:15:06,495 --> 00:15:07,007
2
289
00:15:07,775 --> 00:15:10,847
The absolute value so mad after apps
290
00:15:12,639 --> 00:15:16,479
The city of the player working in / at the max speed
291
00:15:16,991 --> 00:15:22,111
So what this means guys is basically we're going to set the perimeter velocity x
292
00:15:22,367 --> 00:15:24,415
Of the animator on the player
293
00:15:24,671 --> 00:15:26,207
We're going to set that value
294
00:15:26,463 --> 00:15:30,303
To the absolute value of a current explore City
295
00:15:30,559 --> 00:15:32,351
Which would be something like it
296
00:15:32,607 --> 00:15:38,751
You know -5 the absolute value would be 5 right as I was going to go to the positive number and then we're going to do
297
00:15:39,007 --> 00:15:43,359
Buy a max speed so can be point 10.4
298
00:15:43,615 --> 00:15:46,175
Or all the way up to a maximum value of 1
299
00:15:46,687 --> 00:15:48,223
It's never going to be negative
300
00:15:48,479 --> 00:15:48,991
Right
301
00:15:49,247 --> 00:15:53,855
This allows us to basically say is the player moving or not
302
00:15:54,111 --> 00:15:58,719
Is there a value greater than zero or not this also
303
00:15:58,975 --> 00:16:01,279
Arrange between 0 and 1
304
00:16:01,535 --> 00:16:04,095
I'm Gonna Save The Script then I'm going to go back into unity
305
00:16:04,351 --> 00:16:06,655
And let's go ahead in hip play
306
00:16:06,911 --> 00:16:13,055
So if we go ahead and Dragon animator tab over here so that we can see it while we're playing the game
307
00:16:13,311 --> 00:16:16,895
Kindle the crowded you can see that if we click on our parameters here
308
00:16:18,431 --> 00:16:20,479
The value is not being updated
309
00:16:20,735 --> 00:16:21,503
Why is that
310
00:16:21,759 --> 00:16:27,647
Because we haven't actually provided a reference so let's be sure to provide a reference so go to our player here
311
00:16:27,903 --> 00:16:33,279
Got a new player and we're going to drag her animator component into that animator variable
312
00:16:33,535 --> 00:16:34,303
That we created
313
00:16:34,815 --> 00:16:36,095
Alright now it's Hitler
314
00:16:36,607 --> 00:16:38,911
Ok so velocity is currently is 0
315
00:16:39,423 --> 00:16:40,703
But as we ran look at that
316
00:16:42,239 --> 00:16:44,287
It's slowly increasing in value
317
00:16:45,567 --> 00:16:46,847
Based on our speed
318
00:16:47,359 --> 00:16:52,223
The absolute value of a speed so doesn't matter whether I'm going left or right and also
319
00:16:52,735 --> 00:16:58,879
It's been / the max speeds that means we're always going to basically get a percentage right and that's what this is
320
00:16:59,135 --> 00:17:00,415
So if you are going to be
321
00:17:00,927 --> 00:17:01,439
You know
322
00:17:01,695 --> 00:17:03,999
In-between wanna a maximum of 1
323
00:17:04,255 --> 00:17:06,047
Or when we stop 0
324
00:17:06,559 --> 00:17:07,839
So hopefully that makes sense
325
00:17:08,095 --> 00:17:11,167
Does this velocity x cannot change
326
00:17:11,423 --> 00:17:12,959
The velocity of the player
327
00:17:13,215 --> 00:17:14,751
Rather is reverse right
328
00:17:15,007 --> 00:17:21,151
Has the players velocity changes all this does is basically inform us in it informs unit
329
00:17:21,407 --> 00:17:22,431
Animator window
330
00:17:23,455 --> 00:17:24,991
How fast do players going
331
00:17:25,247 --> 00:17:27,039
Relative to the maximum speed
332
00:17:27,807 --> 00:17:32,159
So let's go ahead and your back into her new player script I must go ahead and
333
00:17:32,415 --> 00:17:34,719
Some other values for animator
334
00:17:35,231 --> 00:17:39,839
So animator set float in guys whenever we do this sort of set
335
00:17:40,351 --> 00:17:44,191
Function here it's just a specific function associated
336
00:17:44,447 --> 00:17:46,751
With the animator component
337
00:17:47,007 --> 00:17:48,031
Velocity
338
00:17:49,823 --> 00:17:50,335
Why
339
00:17:50,847 --> 00:17:51,871
Anyway
340
00:17:52,127 --> 00:17:52,895
Said that
341
00:17:53,663 --> 00:17:54,943
To the velocity
342
00:17:55,711 --> 00:17:56,479
That's why
343
00:17:57,759 --> 00:18:03,903
We don't need any real unique function here when I go to use an absolute value or anything like that alright those are the
344
00:18:04,159 --> 00:18:08,511
Play two that I really need right now to determine if the players running or jumping
345
00:18:08,767 --> 00:18:10,303
Samina save this out
346
00:18:11,071 --> 00:18:12,607
How many jump back in the universe
347
00:18:13,631 --> 00:18:15,423
What's go ahead in select or player
348
00:18:16,191 --> 00:18:17,727
Can you get a create a new clip
349
00:18:18,239 --> 00:18:20,031
And we're going to call this player
350
00:18:20,799 --> 00:18:23,871
Ryan in Wigan make sure it's in our player animation folder
351
00:18:25,151 --> 00:18:25,663
Click
352
00:18:25,919 --> 00:18:26,687
Ok
353
00:18:27,199 --> 00:18:28,479
Then click the record
354
00:18:28,991 --> 00:18:30,783
Lol I'm going to do
355
00:18:31,807 --> 00:18:33,087
I'm going to do for this
356
00:18:33,343 --> 00:18:34,367
Is making
357
00:18:34,879 --> 00:18:38,719
Have a very simplistic run stands so something like this
358
00:18:38,975 --> 00:18:39,487
Ok
359
00:18:39,743 --> 00:18:41,279
What is arms are a little bit
360
00:18:43,071 --> 00:18:43,583
My bag
361
00:18:45,119 --> 00:18:46,911
And what I'm going to do
362
00:18:47,935 --> 00:18:51,263
Is a naggin a worry about the actual animation
363
00:18:51,775 --> 00:18:57,407
I'm actually going to worry about the bounce I want it to look bouncy ok I mean it's like his pelvis
364
00:18:58,431 --> 00:18:59,967
I mean it's like the move tool
365
00:19:00,735 --> 00:19:03,039
And then I'm gonna put him down to that right here
366
00:19:04,063 --> 00:19:05,599
And let's see
367
00:19:06,623 --> 00:19:07,647
About here
368
00:19:08,415 --> 00:19:09,695
Remove app like this
369
00:19:10,463 --> 00:19:12,255
Anyway going to copy and paste
370
00:19:13,535 --> 00:19:14,815
The first keyframes
371
00:19:15,071 --> 00:19:15,839
Tapir
372
00:19:17,631 --> 00:19:18,911
Alright looks good
373
00:19:20,191 --> 00:19:21,215
Something like that
374
00:19:21,471 --> 00:19:27,615
Ok so I can see a camel so he's on a rubber band is actually bouncing right
375
00:19:27,871 --> 00:19:29,151
The way that we solve that
376
00:19:29,407 --> 00:19:31,967
Is we can actually go to are curves here
377
00:19:32,223 --> 00:19:32,735
Ok
378
00:19:33,247 --> 00:19:37,855
And using this tool over here we can really zoom in your curves
379
00:19:39,135 --> 00:19:40,159
Ok let's see if we
380
00:19:40,415 --> 00:19:41,439
There we go
381
00:19:42,207 --> 00:19:43,743
Resume into a curves
382
00:19:44,767 --> 00:19:45,791
Just like that
383
00:19:46,047 --> 00:19:49,119
You can seem to get a very smooth graph to it
384
00:19:49,375 --> 00:19:51,679
If I make this like this
385
00:19:52,191 --> 00:19:53,215
And like that
386
00:19:54,239 --> 00:19:54,751
Now
387
00:19:55,263 --> 00:19:57,055
He also his dancing see that
388
00:19:58,591 --> 00:20:03,455
Does no longer smooth when he hit the ground if you had a jump in your fever to hit the ground
389
00:20:03,967 --> 00:20:05,759
They would stop immediately
390
00:20:06,015 --> 00:20:07,295
Can you dance again
391
00:20:07,551 --> 00:20:09,855
I need smoothly go into the air
392
00:20:10,111 --> 00:20:13,439
So messing with these curves really requires a lot of practise guide
393
00:20:13,695 --> 00:20:18,559
And I know it might look confusing but we're going to be using these a lot so just follow along as best as you can
394
00:20:18,815 --> 00:20:23,423
So that is going to be a run animation for now right that's about all we need
395
00:20:23,679 --> 00:20:27,007
And we also have the stand animation like this see that
396
00:20:27,775 --> 00:20:33,919
Ok so we're going to go back to your animator window zoom in a little bit here in now you can see that
397
00:20:34,175 --> 00:20:40,319
As we created another animation we have this player run animation and it's a hanging out in the Aether right
398
00:20:40,575 --> 00:20:42,623
Unity doesn't really know what to do with
399
00:20:43,391 --> 00:20:46,719
Well we need to tell unity when to play this animation
400
00:20:46,975 --> 00:20:47,743
Cell
401
00:20:47,999 --> 00:20:51,583
The way that we do that is we can actually right click and play Stand
402
00:20:52,095 --> 00:20:53,631
Click make transition
403
00:20:55,167 --> 00:20:57,471
And now we going to drag this little arrow
404
00:20:57,727 --> 00:20:58,751
To play Run
405
00:21:00,543 --> 00:21:04,127
Here we go and you can move it around whenever you want it doesn't matter where they are
406
00:21:04,383 --> 00:21:05,663
How do you say to stay organised
407
00:21:06,943 --> 00:21:08,479
What does mean is that
408
00:21:08,735 --> 00:21:10,783
Play wrist and is going to move
409
00:21:11,295 --> 00:21:12,319
To play Run
410
00:21:13,087 --> 00:21:13,855
After
411
00:21:14,111 --> 00:21:15,391
We finished the animation
412
00:21:16,416 --> 00:21:22,048
Well the first thing you want to do is double click and play around in over here you're going to see the inspector
413
00:21:22,304 --> 00:21:24,608
Of the player Ryan animation
414
00:21:24,864 --> 00:21:29,984
Looks like everything is set up properly all I was really worried about here was the loop time
415
00:21:30,240 --> 00:21:34,336
All this means is that it's going to loop right and we definitely want to run a mission
416
00:21:34,592 --> 00:21:35,360
The loop
417
00:21:36,128 --> 00:21:39,712
Ok next what we want to do is select this transition here
418
00:21:41,504 --> 00:21:45,856
Take a look at this weird inspector over this is very hard
419
00:21:46,880 --> 00:21:53,024
Well you can actually spend a lot of time over here so try and understand as best as you can get to using this
420
00:21:53,792 --> 00:21:55,584
So the first thing
421
00:21:55,840 --> 00:21:59,424
That you're going to want to look at his this has exit time
422
00:22:00,192 --> 00:22:01,472
All this means is
423
00:22:01,728 --> 00:22:04,032
Do you want to wait
424
00:22:05,056 --> 00:22:07,616
Put the playlist and animation to play Once
425
00:22:08,128 --> 00:22:08,896
Before
426
00:22:09,408 --> 00:22:14,016
Exiting the animation and moving to the player run animation
427
00:22:15,296 --> 00:22:18,112
How much was go ahead in see what happens here
428
00:22:18,624 --> 00:22:22,464
From what I can gather we're gonna play the playlist animation
429
00:22:22,720 --> 00:22:26,048
And then we're going to transition to you the player run animation
430
00:22:26,304 --> 00:22:27,584
So we have the entry
431
00:22:27,840 --> 00:22:28,864
So when we hit play
432
00:22:29,120 --> 00:22:31,168
Move the playlist and play Once
433
00:22:31,424 --> 00:22:32,704
And I moved to play around
434
00:22:33,472 --> 00:22:35,008
Please take a look and see what happens
435
00:22:39,360 --> 00:22:40,128
There we go
436
00:22:42,944 --> 00:22:44,224
So again will take a look
437
00:22:47,552 --> 00:22:52,672
It plays the player staying in motion and then immediately transitions to the play Run animation
438
00:22:52,928 --> 00:22:56,000
Well we definitely don't want that right cos he's staying in place
439
00:22:56,512 --> 00:22:59,584
How do we tell unity to only play it
440
00:23:00,352 --> 00:23:01,120
When I'm running
441
00:23:01,632 --> 00:23:03,424
Well that's where the prime is coming
442
00:23:04,192 --> 00:23:10,336
Because we now have this velocity explain matter we can create an if statement without even writing any scriptwriter
443
00:23:10,592 --> 00:23:12,128
Use this little transition here
444
00:23:12,384 --> 00:23:14,176
To determine when we should run
445
00:23:14,432 --> 00:23:16,480
I'm going to select this transition here
446
00:23:17,760 --> 00:23:19,296
Can I get a create a new condition
447
00:23:19,808 --> 00:23:21,088
Ennis inspector field
448
00:23:22,880 --> 00:23:26,208
We can't click the dropdown menu in look at all about parameters
449
00:23:26,464 --> 00:23:27,744
So if velocity
450
00:23:29,536 --> 00:23:32,352
Is greater than what's a point
451
00:23:32,864 --> 00:23:33,376
1
452
00:23:33,632 --> 00:23:35,680
Then it's going to play
453
00:23:36,192 --> 00:23:37,984
The player run animation
454
00:23:38,240 --> 00:23:38,752
Ok
455
00:23:40,800 --> 00:23:43,104
Click play and see what happens
456
00:23:49,248 --> 00:23:50,016
Derry girls
457
00:23:52,320 --> 00:23:53,344
But now he's stuck
458
00:23:54,368 --> 00:23:59,232
Why is he stuck now he's just still playing the run animation
459
00:23:59,744 --> 00:24:01,024
That's because
460
00:24:01,536 --> 00:24:06,912
Look there's no arrow telling you need to go back to the playlist and inhibition rate
461
00:24:07,424 --> 00:24:08,704
Select this
462
00:24:08,960 --> 00:24:09,472
Radcliffe
463
00:24:09,984 --> 00:24:11,264
Quick make transition
464
00:24:12,800 --> 00:24:14,080
And there we go
465
00:24:15,104 --> 00:24:16,896
It's going to play the player animation
466
00:24:17,152 --> 00:24:18,944
Ennis going to go back to PlayStation
467
00:24:19,712 --> 00:24:24,064
Search for how to make a Windows a little bit bigger here so you guys can see
468
00:24:24,576 --> 00:24:26,112
Get a little bit complicated here
469
00:24:27,648 --> 00:24:28,416
Alright
470
00:24:29,696 --> 00:24:31,488
So let's see how to make this
471
00:24:32,000 --> 00:24:33,792
1920 by 1080 that looks good
472
00:24:34,560 --> 00:24:37,376
And let's select a player and play
473
00:24:37,632 --> 00:24:39,680
So I'm running
474
00:24:40,192 --> 00:24:41,216
There we go
475
00:24:41,472 --> 00:24:45,568
Almost there we go but I did see
476
00:24:45,824 --> 00:24:48,896
It only plays once and then it goes back to play a stand
477
00:24:49,152 --> 00:24:51,712
And we have to wait for that information to complete
478
00:24:51,968 --> 00:24:53,760
Before even giving us a chance
479
00:24:54,016 --> 00:24:56,064
To play that player run in a nation again
480
00:24:56,576 --> 00:24:58,624
And this has to do with
481
00:24:59,136 --> 00:25:03,488
Exit time ok so we can actually select these transitions here
482
00:25:04,256 --> 00:25:06,816
Until the animator controller
483
00:25:07,328 --> 00:25:08,352
Whether or not
484
00:25:08,864 --> 00:25:11,680
You want to wait for animation to complete
485
00:25:11,936 --> 00:25:14,240
Before moving to the next animation
486
00:25:14,752 --> 00:25:16,032
That's really what the time is
487
00:25:16,288 --> 00:25:20,640
Exit I'm means wait for the animation to complete before you even check
488
00:25:20,896 --> 00:25:21,664
The condition
489
00:25:22,176 --> 00:25:25,248
Where can I sell it right if I press the right or left
490
00:25:25,760 --> 00:25:28,064
I really want to immediately go
491
00:25:28,832 --> 00:25:31,904
To the player run animation so many diesel like that
492
00:25:32,160 --> 00:25:33,184
But not transition
493
00:25:34,208 --> 00:25:36,256
Parsley the same as true here as well
494
00:25:36,768 --> 00:25:37,536
I don't want to
495
00:25:37,792 --> 00:25:42,400
Have the player run animation complete before transitioning to play a stand
496
00:25:43,168 --> 00:25:44,960
Tell me the disable exit time as well
497
00:25:45,728 --> 00:25:49,056
You may wonder when you'd wanna use an exit time
498
00:25:49,312 --> 00:25:55,200
Well what if you wanted to limit the players Billy the shoot a gun until they reload right
499
00:25:55,456 --> 00:25:59,040
Well you have a reload animation you would require the exit time
500
00:25:59,296 --> 00:26:01,600
Before they can put it back out in begin to shoot
501
00:26:02,368 --> 00:26:04,672
Saturday play here and see how it looks
502
00:26:12,864 --> 00:26:15,424
Why is it Glitchy you see that
503
00:26:15,680 --> 00:26:16,704
It's not a stuck
504
00:26:17,472 --> 00:26:20,544
Oh I see you finally sleep before me
505
00:26:21,312 --> 00:26:27,456
If we look over in our actual inspector over here you see all the area here what is that Alexa playing
506
00:26:27,712 --> 00:26:28,224
Take a look
507
00:26:29,504 --> 00:26:32,832
If we select the transition from player run to player stand
508
00:26:33,088 --> 00:26:34,112
You can see that it says
509
00:26:34,368 --> 00:26:36,928
Transition needs at least one condition
510
00:26:37,184 --> 00:26:38,464
Or an exit time
511
00:26:38,720 --> 00:26:39,488
To be valid
512
00:26:39,744 --> 00:26:41,536
Otherwise it's going to be ignored
513
00:26:42,048 --> 00:26:46,656
So because we set exit time to force he doesn't know what to do now
514
00:26:46,912 --> 00:26:48,192
So we need to add condition
515
00:26:48,448 --> 00:26:49,984
What is that condition well
516
00:26:50,752 --> 00:26:52,032
Velocity x
517
00:26:52,288 --> 00:26:55,360
Is less than what was it .1
518
00:26:55,872 --> 00:26:58,176
This one is greater than .1
519
00:26:58,432 --> 00:27:00,480
Airport if it gets smaller than .1
520
00:27:00,992 --> 00:27:03,040
When is going to go back to player stand
521
00:27:04,320 --> 00:27:06,368
Alright let's take a look and see if this works
522
00:27:12,256 --> 00:27:12,768
Great
523
00:27:15,072 --> 00:27:15,584
What
524
00:27:16,864 --> 00:27:21,728
So obviously the jumping is just horrible but
525
00:27:22,752 --> 00:27:23,520
The running
526
00:27:23,776 --> 00:27:24,800
Is working perfectly
527
00:27:27,360 --> 00:27:31,712
Now if you don't want it to be that slow not to tell the transition
528
00:27:31,968 --> 00:27:32,736
Between
529
00:27:33,248 --> 00:27:38,880
Running in standings is can a slow write his hands go back to position a little too late
530
00:27:39,392 --> 00:27:42,464
Well what you could do is actually say ok
531
00:27:42,720 --> 00:27:46,560
I'm going to a transitions here and take a look here
532
00:27:47,328 --> 00:27:48,608
Well we could make the
533
00:27:49,888 --> 00:27:54,496
We open up our settings here we could actually make the transition Direction really fast right we can do
534
00:27:55,008 --> 00:27:57,824
0.05 for both transitions
535
00:28:00,640 --> 00:28:01,920
Say that out
536
00:28:02,176 --> 00:28:02,688
Take a look
537
00:28:03,456 --> 00:28:03,968
Yeah
538
00:28:04,224 --> 00:28:06,016
Feels a little bit more snappy I like that
539
00:28:07,808 --> 00:28:10,112
But you never stop even when I stop it keeps playing
540
00:28:10,368 --> 00:28:16,512
So maybe what we can do is let's see here it's good game player and then go to Wellingborough train station
541
00:28:17,280 --> 00:28:23,424
We can make velocity the required velocity to begin running something a little bit bigger right we can do point
542
00:28:23,680 --> 00:28:24,192
3
543
00:28:24,448 --> 00:28:29,056
And if it gets smaller than .3 so when he starts to slow down
544
00:28:29,312 --> 00:28:31,872
Km Lee go back to a standing position
545
00:28:32,128 --> 00:28:32,896
Does Google work
546
00:28:36,736 --> 00:28:38,016
That feels a lot better
547
00:28:38,784 --> 00:28:39,296
Ok
548
00:28:41,344 --> 00:28:42,368
Perfect
549
00:28:44,160 --> 00:28:44,672
Ok
550
00:28:45,440 --> 00:28:51,584
So obviously the running animation is not complete we can obviously tweet that as much as we want have his legs move his arms
551
00:28:51,840 --> 00:28:54,912
But for now when I want to do is get the jump
552
00:28:55,168 --> 00:28:57,216
What's take a look at our parameters willy
553
00:28:57,472 --> 00:29:00,800
When I jump look at the lottery if it's greater than 0
554
00:29:01,312 --> 00:29:02,848
That means were jumping right
555
00:29:03,360 --> 00:29:05,664
If it's less than 0 amines were falling
556
00:29:06,432 --> 00:29:09,504
So I think we can actually create two animations guys
557
00:29:09,760 --> 00:29:13,344
Would you have a jump animation and then we can have a full animation
558
00:29:13,600 --> 00:29:15,648
In blend between the two
559
00:29:16,160 --> 00:29:18,976
As he's going up and then going down
560
00:29:19,232 --> 00:29:21,792
Super example if I'm jumping right now we would
561
00:29:22,560 --> 00:29:28,704
Do a jump animation and then a fall animation jump animation fall in the mission jump animation
562
00:29:28,960 --> 00:29:30,240
Animation
563
00:29:30,496 --> 00:29:31,264
Search bar of here
564
00:29:32,032 --> 00:29:34,592
Just a full animation right no jumping just ball
565
00:29:36,384 --> 00:29:42,528
Alright so let's go ahead and those two animations
42894
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