All language subtitles for 8. Animation States & Transitions

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Original subtitles

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[MUSIC] 2

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In this video, we're gonna create the two extra states of running and 3

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climbing to go along with our idling state. 4

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And I'll introduce you to transitions. 5

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We'll make some parameters so that we can transition from one state to another 6

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simply by clicking the checkbox here to show now my character is climbing, and 7

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now my character is running. 8

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Let's jump in and get started. 9

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Okay, let's navigate our way to the sprite sheet for the character. 10

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We can see it there. 11

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We've got a bunch of sprites to choose from. 12

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What we're going to start off with is running, I think. 13

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So we're gonna scroll down and look for the running. 14

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I'm just gonna go and open up the sprite sheet itself so 15

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I can see where that goes from. 16

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If I look in there, it's this bottom one here that's the run animation. 17

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So it'd be the very last frame starting from 19 and going until 28. 18

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So that's gonna be our run. 19

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Don't worry about doing that. 20

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Okay, so let's go find 19 in our sprite sheet here, 15, 16, 17, 18, 19. 21

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As we did before, we're gonna highlight everything all the way down 22

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to the final one down here, right-click, Create > Animation. 23

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We'll call this Running, wonderful. 24

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Now from here, we can, as we did before, 25

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drag that into our Animator, Animator Controller. 26

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We have this state of Running that at the moment consists of our running animation 27

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and not much else. 28

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While we're here, let's click on Running and make sure we loop that and 29

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drag Running into the Animations folder. 30

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So now we have Running and Idle. 31

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As a piece of consistency, I'm gonna rename Idle to Idling. 32

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It's not really a word, but 33

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I wanna have my states very clearly be the thing that you are doing at the moment. 34

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You're running at the moment, you're climbing at the moment, 35

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you're idling at the moment. 36

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So that's super duper clear on that. 37

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Okay, now we have our Running state. 38

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We need to make a transition from Idling to Running so 39

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that we can say what needs to happen for 40

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the player to stop being in an idling state and start being in a running state. 41

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To make a transition, right-click on the state, click on Make Transition and 42

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then you'll have this arrow that you can point elsewhere. 43

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We'll point over the Running and left-click on there. 44

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So now I have a state transition leading into Running. 45

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If you click on the arrow itself or 46

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the line itself, let me show you what's going on with that transition. 47

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There's a couple of things in here to have a look at. 48

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First of all, we've got a little bit of blending that 49

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Unity is trying to do from one state to another. 50

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Now that ends up looking a little bit crumby because we've got nice, 51

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clean 2D animation here. 52

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We don't need it to blend as we might do with 3D animation. 53

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So I'm going to open up Settings and 54

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just turn Exit Time to 0 and the Fixed Duration to 0 as well. 55

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Now there won't be any of that blending that needs to take place. 56

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So we can probably just do the transition duration if we wanna be 57

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a little bit quicker about it. 58

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So we've put that to 0. 59

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Now we have this movement into Running. 60

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We need to say what condition is going to be met for this trigger to take place. 61

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So in our Animator window, make sure Parameters is clicked. 62

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We're gonna click the + icon just here, and we've got a choice of Float, Int, 63

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Bool, and Trigger. 64

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For now we're going to set up a Bool, and this Bool we will call Running. 65

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We come back over onto our Conditions. 66

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Make sure you have your transition selected here, click +. 67

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And the only condition we've got at the moment is Running. 68

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That's the only one we've set up over here. 69

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And Running is true. 70

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So basically, it's saying when the Bool of Running is true, 71

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then we transition into the state of Running. 72

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That's pretty straightforward. 73

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If we click on Running, right-click, 74

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Make Transition, we can transition back to Idling. 75

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And a micro challenge for you. 76

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What's the condition where we will transition from Running back to Idling? 77

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That would be + Running is false, of course. 78

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Same as before, I'm gonna make the Transition Duration 0 79

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just to make sure we don't have any of that overlap here. 80

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I'll put this to 0 as well, okay, just so it's nice and clear this is gonna happen. 81

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I just click straight into that other state without any blend. 82

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Okay, so now we've got that flow going on. 83

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This is all hooked up to the player still cuz the player has the Animator Controller 84

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in here called Player, so it knows this straight away. 85

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If we click on Play, you should see the player sitting there idling. 86

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I'll just go back to my Scene view so I can get in nice and close. 87

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The player's sitting there idling. 88

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If we click on this, this is to simulate if we were to call it in code and 89

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say, turn the Bool to true. 90

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Now the player's running, run, run, run, run, run. 91

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And then if we click on it to simulate, 92

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now code's saying turn the Bool to false, then back to animation again. 93

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So we've got this nice flow from state to state, very excellent. 94

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Now the next state we're going to set up is going to be the climb ladder. 95

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That's the other main state we'll have in our game. 96

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Let's just go have a look at our sprite sheet to see which one that would be. 97

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Climb ladder is pretty much just gonna be these two here. 98

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So 14 and 15, I've got those in my sprites here. 99

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So what I want you to do as a challenge is to implement climb and 100

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run animation states, create the transitions from idle, and 101

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create the triggers for each of the states. 102

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So go ahead and do that for climb and run, and 103

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I'll see you back here when you've got that done. 104

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Okay, so it was 14 and 15, I believe. 105

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Let's find those. 106

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There's 14 and 15 [SOUND] excellent, looks like a wonderful ladder climbing. 107

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Right-click, Create > Animation, if I can find it, there it is, Animation. 108

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This will be Climbing animation. 109

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Drag that into our state machine in here. 110

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From Idling, right-click, Make Transition into Climbing. 111

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And I'll do the other one straight away, Make Transition back to Idling. 112

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Click on this first one and just tidy up little of this. 113

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You don't have to tidy up the blending, but as I've mentioned, 114

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I like to do this, dot dot dah, wonderful. 115

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Click on the + button and create another Bool, which will be Climbing. 116

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Climbing is our parameter. 117

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Then over on here, 118

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our condition going from Idling to Climbing should be Climbing is true. 119

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And then if we click on the other direction, 120

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the condition of Climbing should be false. 121

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And again, just tidy this up. 122

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Okay, and you can see in here, we've got something that's called Has Exit Time. 123

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Basically, this is saying, 124

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you've got a number of ways of exiting this animation state. 125

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One way is if you want the animation to play. 126

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And then as soon as the animation finishes playing, 127

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go back or transition back to the state. 128

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Then you can use Exit Time. 129

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So it said there's ten frames of animation. 130

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You do those ten frames. 131

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If Has Exit Time is on, 132

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after the ten frames, it can return back to the other state. 133

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So I wanna click Has Exit Time off cuz what we're using here is the condition of 134

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the Bool to say when the transition takes place. 135

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Have a look over here, turn off Has Exit Time there, and 136

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same with all these other ones, just turning off Has Exit Time. 137

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We only want that in a situation where we definitely end after we play a particular 138

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single shot animation. 139

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Now let's click Play, see if we've hooked all this up correctly. 140

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The character should be defaulting to Idle. 141

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And you can see the Idle clicking through here. 142

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This is the state we're in. 143

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It's playing through the frames. 144

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We click on Running, yes, it runs. 145

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And Climbing, no, it's not climbing at the moment. 146

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What have we done wrong here? 147

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Let's have a look at our transitions. 148

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We have Running is true. 149

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You're probably yelling at the screen, saying, Rick, you put in Running. 150

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You should've put in Climbing. 151

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There we go, we've found it. 152

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Let's click Play here. 153

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Thank you for yelling at the screen, 154

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if you did yell at the screen in that instance, Climbing, yep. 155

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And it's stuck, which says that we are not looping, if I am correct. 156

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We haven't clicked on looping time in there. 157

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That stays in play mode, which is all good. 158

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Now that we've got it, our character can run and our character can climb. 159

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So these are all the states that we need for now. 160

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As our game gets more complex, we might wish to add in rolling or shooting or 161

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jumping. 162

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But for now, 163

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all we need functionality-wise is the player can run and the player can climb. 164

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And after we put all of that gameplay functionality in, 165

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we might revisit our states in here and our animations and add more in. 166

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But we don't want to overinvest in this until we've got our core gameplay created 167

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and we know how it all fits together and how it looks. 168

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So great work in this video, and I'll see you in the next video.

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