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These are the user uploaded subtitles that are being translated: 1 00:00:00,256 --> 00:00:06,400 Our game is slowly but surely coming together let's spice up the visuals a little bit with 2 00:00:06,656 --> 00:00:07,424 Some animation 3 00:00:07,680 --> 00:00:10,496 So a game has been relatively static 4 00:00:10,752 --> 00:00:11,776 Up until this point 5 00:00:12,032 --> 00:00:17,152 But since we are in a state of the course where we need to make the game actually looks like a day 6 00:00:17,408 --> 00:00:18,688 We're going to have to do so 7 00:00:18,944 --> 00:00:22,528 Animations and this is actually really fun to do so 8 00:00:22,784 --> 00:00:25,344 Let's jump into it the first thing we're going to animate is 9 00:00:25,600 --> 00:00:26,112 Player 10 00:00:26,368 --> 00:00:29,440 So our player is no longer just going to slide around 11 00:00:29,696 --> 00:00:34,304 Mm player walk now you'll notice that the price they were using 12 00:00:34,560 --> 00:00:35,328 Don't have 13 00:00:35,584 --> 00:00:36,096 Frame 14 00:00:36,352 --> 00:00:38,912 And that's because we're not going to do a frame by frame animation 15 00:00:39,168 --> 00:00:40,960 We are simply going to apply 16 00:00:41,472 --> 00:00:44,288 Squash and stretch principal's to animate our care 17 00:00:44,800 --> 00:00:45,568 So we're going to take 18 00:00:46,080 --> 00:00:46,848 Static spray 19 00:00:47,104 --> 00:00:49,152 Like the player isn't like the enemies are 20 00:00:49,408 --> 00:00:49,920 An 21 00:00:50,176 --> 00:00:54,784 Just apply random or not random bargain apply scales 22 00:00:55,040 --> 00:00:55,808 And rotation 23 00:00:56,320 --> 00:00:57,088 And position 24 00:00:57,344 --> 00:00:58,624 To bring them to life 25 00:00:59,136 --> 00:01:00,141 So let's start 26 00:01:00,143 --> 00:01:02,491 Subtitled by online-courses.club We compress knowledge for you! 27 00:01:02,492 --> 00:01:00,928 The player 28 00:01:01,184 --> 00:01:03,232 Go ahead and open up your players 29 00:01:03,488 --> 00:01:04,512 Hit control 30 00:01:05,536 --> 00:01:10,400 To open up the create no dialogue add an animation player 31 00:01:11,424 --> 00:01:12,192 And moves 32 00:01:12,704 --> 00:01:14,496 To the first child 33 00:01:14,752 --> 00:01:15,264 The scene 34 00:01:15,520 --> 00:01:19,360 Ok let's create a new animation and we're gonna call this war 35 00:01:21,152 --> 00:01:22,944 So there's our new animation 36 00:01:23,200 --> 00:01:24,992 And let's do a couple 37 00:01:25,760 --> 00:01:27,808 So I'm going to show you something else you can do 38 00:01:28,064 --> 00:01:29,088 That's really hard 39 00:01:29,600 --> 00:01:32,928 So at this point we have been clicking the ski icon 40 00:01:33,440 --> 00:01:35,488 On the right hand side of the property is here 41 00:01:36,000 --> 00:01:36,512 2 42 00:01:36,768 --> 00:01:39,584 Animate things and we're still going to do that 43 00:01:39,840 --> 00:01:40,864 Like we 44 00:01:41,120 --> 00:01:44,448 I can also use these tools up here there is a record button 45 00:01:44,704 --> 00:01:48,032 Which world record all of the rotation and scales 46 00:01:48,288 --> 00:01:48,800 Applying 47 00:01:49,056 --> 00:01:50,592 And keep random automatic 48 00:01:51,104 --> 00:01:54,176 Before we do that let's go to our Sprite 2D will select that 49 00:01:54,432 --> 00:01:56,736 Go down to the transformer 50 00:01:56,992 --> 00:01:57,504 Add 51 00:01:57,760 --> 00:01:59,552 Audi Q4 52 00:01:59,808 --> 00:02:00,320 Position 53 00:02:00,576 --> 00:02:01,856 Rotation 54 00:02:02,368 --> 00:02:03,136 And ski 55 00:02:03,648 --> 00:02:07,232 In the reason that were setting up these tracks vs when you click this keyboard 56 00:02:07,744 --> 00:02:11,072 It will also by default create a reset track 57 00:02:11,328 --> 00:02:15,680 Now what a research track is is it shows up here is a new animation 58 00:02:15,936 --> 00:02:17,984 Is an archery set would you cancel 59 00:02:18,240 --> 00:02:19,008 Put the drop down here 60 00:02:19,264 --> 00:02:21,312 The reset animation is a special Kind 61 00:02:22,592 --> 00:02:24,384 Is the reset animation automatic 62 00:02:24,640 --> 00:02:25,664 Please when you 63 00:02:25,920 --> 00:02:28,224 Save Your Scene or exit your 64 00:02:28,736 --> 00:02:32,064 The reason why reset is good is it will automatically reset 65 00:02:33,088 --> 00:02:34,880 So I got on my walk animation and 66 00:02:35,136 --> 00:02:37,184 Insert let's say a random 67 00:02:37,440 --> 00:02:37,952 Between 68 00:02:39,232 --> 00:02:42,304 I'm just going you don't have to do this I'm just going to do this 69 00:02:42,560 --> 00:02:44,352 So I move the player 70 00:02:44,864 --> 00:02:46,400 What should I save the scene 71 00:02:46,656 --> 00:02:47,424 In this 72 00:02:47,680 --> 00:02:49,984 Configuration as in and closing 73 00:02:50,496 --> 00:02:54,336 When I reopen the seen that players going to be reset back 74 00:02:54,592 --> 00:02:55,616 The origin why 75 00:02:55,872 --> 00:02:59,200 Because that is the position as specified in the reset 76 00:02:59,712 --> 00:03:00,480 Write something 77 00:03:00,736 --> 00:03:01,248 Position 78 00:03:01,504 --> 00:03:02,272 Zero zero 79 00:03:02,528 --> 00:03:08,672 So this means that it becomes impossible to save your animation or save your seen in a mid way 80 00:03:08,928 --> 00:03:10,720 State and throw your 81 00:03:10,976 --> 00:03:14,048 Initial setup all out of whack so the reset tractor 82 00:03:14,304 --> 00:03:16,096 And that's why we are clicking 83 00:03:16,608 --> 00:03:17,632 Key icon before 84 00:03:17,888 --> 00:03:18,656 Restart anime 85 00:03:18,912 --> 00:03:20,960 Apsos reset tracker on 86 00:03:21,216 --> 00:03:21,984 Created for 87 00:03:22,496 --> 00:03:25,312 Let's get into the actual animation 88 00:03:25,568 --> 00:03:31,712 So we've been manually adding animation keys up to this point but if you go ahead and go to the top bar here and click 89 00:03:31,968 --> 00:03:32,480 Record but 90 00:03:32,992 --> 00:03:34,528 That will automatically 91 00:03:34,784 --> 00:03:36,576 Record changes that are made 92 00:03:36,832 --> 00:03:37,856 To these 93 00:03:38,112 --> 00:03:39,904 Toggled on Quays hearsay 94 00:03:40,160 --> 00:03:42,464 By default location and rotation 95 00:03:42,720 --> 00:03:43,488 Are 96 00:03:43,744 --> 00:03:44,256 So I can 97 00:03:44,512 --> 00:03:45,792 We also want to do scale 98 00:03:46,048 --> 00:03:47,328 So that it will also 99 00:03:47,584 --> 00:03:48,096 Recorded 100 00:03:48,608 --> 00:03:49,120 Upper scale 101 00:03:50,400 --> 00:03:52,448 So the first thing to do is let's 102 00:03:52,704 --> 00:03:53,472 Horseshit 103 00:03:53,984 --> 00:03:57,568 And move the scrubber and again shift will change 104 00:03:57,824 --> 00:04:00,384 The default increments by 105 00:04:00,640 --> 00:04:03,456 One quarter of whatever your snap value is 106 00:04:03,712 --> 00:04:04,480 So let's 107 00:04:04,736 --> 00:04:08,320 Perhaps actually let's go to 0.1 we can zoom in with this 108 00:04:08,576 --> 00:04:09,856 Borrow over here to the 109 00:04:10,112 --> 00:04:11,392 Why do soldiers do middle 110 00:04:11,648 --> 00:04:14,720 I'm gonna point one and let's move the player up 111 00:04:15,232 --> 00:04:16,256 So let's say 112 00:04:16,512 --> 00:04:17,536 A couple of 113 00:04:17,791 --> 00:04:19,839 Maybe 3 or 4 pixels 114 00:04:20,095 --> 00:04:24,191 All seems good you can see that the key has been automatically placed here in the position 115 00:04:24,447 --> 00:04:25,983 So we've got four pixels there 116 00:04:26,239 --> 00:04:29,567 Then let's grab the rotation mode and let's just wrote 117 00:04:29,823 --> 00:04:30,591 Play a little bit 118 00:04:30,847 --> 00:04:32,895 You can see your rotation in the corner 119 00:04:33,919 --> 00:04:36,479 So if I hold the control that will snow 120 00:04:36,735 --> 00:04:38,527 To 15 degree increments on a rota 121 00:04:38,783 --> 00:04:42,111 And again the rotation to all is up here in the term 122 00:04:42,367 --> 00:04:43,647 You can also press 123 00:04:43,903 --> 00:04:44,927 On the keyboard selector 124 00:04:45,183 --> 00:04:47,999 Set the player to -15 rotation by whole 125 00:04:50,047 --> 00:04:52,863 OK then let's say let's go maybe 126 00:04:54,143 --> 00:04:56,191 3A let's move the spa 127 00:04:56,447 --> 00:04:57,215 Back down 128 00:04:57,471 --> 00:04:59,519 The origin and that will be autumn 129 00:04:59,775 --> 00:05:01,567 Recorded as well 130 00:05:01,823 --> 00:05:06,431 And let's change the rotation by pressing the on the keyboard holding control 131 00:05:07,455 --> 00:05:07,967 Going 132 00:05:08,735 --> 00:05:09,247 Forward 133 00:05:09,759 --> 00:05:10,783 15 degrees 134 00:05:11,295 --> 00:05:13,087 From the standard rotate 135 00:05:13,855 --> 00:05:15,135 What's your dad's looking 136 00:05:15,391 --> 00:05:20,767 Ok so this is looking great I think I might reverse these rotations that are so I'm going to go back to .1 137 00:05:21,279 --> 00:05:22,815 And I'm going to change this 138 00:05:23,327 --> 00:05:25,119 15 and 1 and 139 00:05:25,887 --> 00:05:26,911 The other direction 140 00:05:30,751 --> 00:05:36,127 So we're getting there animations are a very iterative process you kind of have to play with it until 141 00:05:36,639 --> 00:05:37,151 It looks 142 00:05:37,663 --> 00:05:38,431 That's great 143 00:05:38,687 --> 00:05:39,967 For now and 144 00:05:40,223 --> 00:05:40,735 Let's 145 00:05:40,991 --> 00:05:43,551 I think the rotation is something that we've got to work 146 00:05:43,807 --> 00:05:44,319 I'm here so 147 00:05:44,575 --> 00:05:47,135 Appoint for a min reset the rotation 148 00:05:48,671 --> 00:05:49,183 What's the 149 00:05:50,975 --> 00:05:55,071 Ok so that's looking decent let's change our Direction 150 00:05:55,327 --> 00:05:56,095 .5 151 00:05:57,375 --> 00:05:58,399 Like so 152 00:05:59,423 --> 00:06:00,703 Let's change loop 153 00:06:00,959 --> 00:06:01,727 Two on 154 00:06:02,495 --> 00:06:03,775 With by clicking the 155 00:06:04,287 --> 00:06:05,055 Let's play 156 00:06:05,311 --> 00:06:07,359 It's starting to look ok 157 00:06:07,615 --> 00:06:08,383 Still some work today 158 00:06:08,639 --> 00:06:10,687 Before we go any further I'm going to change 159 00:06:10,943 --> 00:06:13,503 These interpolation modes of change them all to queue 160 00:06:14,271 --> 00:06:17,087 And the reason that I do that personally is because I think 161 00:06:17,343 --> 00:06:19,647 Create a more natural animation 162 00:06:19,903 --> 00:06:20,671 As opposed to 163 00:06:21,183 --> 00:06:22,719 It looks a little bit let her body 164 00:06:22,975 --> 00:06:23,487 A little bit more 165 00:06:24,255 --> 00:06:26,559 You can always see a difference by just switching every 166 00:06:26,815 --> 00:06:27,327 Any cubic 167 00:06:27,839 --> 00:06:30,143 What's modified a scale a little bit now so 168 00:06:30,399 --> 00:06:35,263 Let's start with the land for sale in wheel and we actually want to stretch the player 169 00:06:35,519 --> 00:06:38,591 To be squashed a little bit so I'm going to 170 00:06:38,847 --> 00:06:40,127 Go to my Sprite 2D 171 00:06:40,383 --> 00:06:42,687 And I'm just going to change the scale 172 00:06:42,943 --> 00:06:44,223 I'm going to unclear 173 00:06:44,479 --> 00:06:48,575 Those links are the link automatically links the scale together so if I press 2 in 174 00:06:49,087 --> 00:06:50,367 In one of those 175 00:06:50,623 --> 00:06:51,647 X or y 176 00:06:51,903 --> 00:06:54,463 Put 2 as the value for the other one 177 00:06:54,719 --> 00:06:56,767 We don't want that so I'm going to 178 00:06:57,023 --> 00:07:01,887 Unlink please by clicking the link icon right there and we want to play A Taste 179 00:07:02,143 --> 00:07:03,423 In the axe 180 00:07:03,679 --> 00:07:06,239 A bit and religious order change the 181 00:07:06,495 --> 00:07:07,007 2 182 00:07:07,263 --> 00:07:10,591 And then how about doing .7 or so in the way 183 00:07:10,847 --> 00:07:13,663 Now that's going to look ridiculous in the editor 184 00:07:13,919 --> 00:07:15,967 Time it looks like dad scale did 185 00:07:16,479 --> 00:07:18,015 Take so I'm going to go ahead 186 00:07:18,271 --> 00:07:19,295 And do that again 187 00:07:19,551 --> 00:07:20,063 So 188 00:07:20,575 --> 00:07:21,087 2 189 00:07:21,343 --> 00:07:21,855 An 190 00:07:22,111 --> 00:07:22,623 7 191 00:07:23,135 --> 00:07:27,999 Ok so it looks like it's not recording the scale when we manually input it so I'm just going to insert 192 00:07:28,255 --> 00:07:30,303 Key there instead an action 193 00:07:30,559 --> 00:07:31,071 So now 194 00:07:31,327 --> 00:07:33,631 We've got something looking pretty good here 195 00:07:33,887 --> 00:07:35,423 And we want the player to stay 196 00:07:35,679 --> 00:07:36,703 Back to 197 00:07:36,959 --> 00:07:40,799 One at the end which is already happening so we can play it 198 00:07:41,055 --> 00:07:44,127 The problem is that the player is squashing too early 199 00:07:44,383 --> 00:07:47,455 And we can fix that we're actually going to make the player Strat 200 00:07:47,711 --> 00:07:50,527 Before going up into the air so 8.1 201 00:07:50,783 --> 00:07:53,343 Let's create a new key for the scale 202 00:07:53,599 --> 00:07:56,671 And lights on click the link icon again 203 00:07:56,927 --> 00:07:58,207 With this key selector 204 00:07:58,463 --> 00:07:59,231 And 205 00:07:59,487 --> 00:08:00,767 We're going to basically 206 00:08:01,279 --> 00:08:03,583 The opposites against A2 in the Y 207 00:08:03,839 --> 00:08:05,119 In 0.7 in the air 208 00:08:05,375 --> 00:08:06,399 And then we can scrub 209 00:08:06,911 --> 00:08:09,471 So we can see now that we've got a little bit more 210 00:08:10,751 --> 00:08:13,823 Ridiculous animation that's a little bit too much so I'm going to 211 00:08:14,335 --> 00:08:16,127 Click back on this scale key 212 00:08:16,383 --> 00:08:21,247 And change the Y to 1.5 again disabling the link here 213 00:08:21,503 --> 00:08:22,015 Perfect 214 00:08:23,807 --> 00:08:27,903 Now this is looking a little bit weird and the reason is because 215 00:08:29,183 --> 00:08:30,207 Cruise or not 216 00:08:30,463 --> 00:08:31,231 Correct 217 00:08:31,743 --> 00:08:33,791 I'm going to select this key here and I'm gonna change 218 00:08:34,047 --> 00:08:34,559 Easing 219 00:08:35,583 --> 00:08:37,631 We can click and drag on this 220 00:08:37,887 --> 00:08:38,399 To change 221 00:08:38,911 --> 00:08:39,679 How quickly 222 00:08:39,935 --> 00:08:41,215 It transitions to the 223 00:08:41,471 --> 00:08:41,983 Next key 224 00:08:42,239 --> 00:08:45,567 So if I were to set the evening like this that means that it would 225 00:08:45,823 --> 00:08:46,591 Stay 226 00:08:46,847 --> 00:08:49,407 Linger around the this key 227 00:08:49,663 --> 00:08:52,991 And then quickly round up to the value of the key on the right 228 00:08:53,247 --> 00:08:55,551 Make sure what the opposite to happen we wanted to 229 00:08:55,807 --> 00:08:56,575 Quickly 230 00:08:56,831 --> 00:08:57,599 Transition 231 00:08:57,855 --> 00:08:58,367 The key on 232 00:09:01,439 --> 00:09:06,815 Actually I don't think it's correct I think we want to do the opposite so I wanted to to drag that using Curve down 233 00:09:07,071 --> 00:09:07,583 With this 234 00:09:08,095 --> 00:09:09,375 Selected solicitor 235 00:09:09,631 --> 00:09:10,399 Alright 236 00:09:10,655 --> 00:09:12,703 So we got something good happening here 237 00:09:13,983 --> 00:09:16,031 I mean let's try to play without using Curve 238 00:09:16,287 --> 00:09:16,799 This 239 00:09:17,311 --> 00:09:18,335 Keyframe as well 240 00:09:18,591 --> 00:09:19,871 So let's 241 00:09:20,127 --> 00:09:23,455 Make this one linger a little bit to buy Dragon the easing Curve down 242 00:09:24,735 --> 00:09:30,879 And look at that so that's looking pretty ridiculous now it might look a little bit odd in the editor 243 00:09:31,135 --> 00:09:35,999 But we can do as I'm going to check AutoPlay on load right here so toggle this 244 00:09:36,255 --> 00:09:36,767 Action on 245 00:09:37,023 --> 00:09:39,839 And see how it looks in the engine cause I can look very different 246 00:09:40,351 --> 00:09:41,887 Comparing two in the air 247 00:09:44,447 --> 00:09:50,335 Alright so that is actually looking much better in the game I think the stretchers are a little bit too much so 248 00:09:50,591 --> 00:09:51,103 I'm going to say 249 00:09:51,359 --> 00:09:51,871 This 250 00:09:52,127 --> 00:09:52,639 Scale 251 00:09:52,895 --> 00:09:53,663 Key 252 00:09:53,919 --> 00:09:56,223 Turn down the Wi-Fi stretching to 1 253 00:09:56,479 --> 00:09:56,991 2 254 00:09:57,247 --> 00:09:58,527 Such a little bit less apparent 255 00:09:58,783 --> 00:10:00,319 And then I'm going to do the same 256 00:10:00,345 --> 00:10:02,504 Subtitled by online-courses.club We compress knowledge for you! 257 00:10:02,505 --> 00:10:01,599 In the 258 00:10:02,111 --> 00:10:02,879 Landing 259 00:10:03,135 --> 00:10:03,647 Kia 260 00:10:05,183 --> 00:10:06,207 The third scale 261 00:10:06,463 --> 00:10:08,767 He rather uncheck the link option 262 00:10:09,023 --> 00:10:09,535 And then 263 00:10:09,791 --> 00:10:11,327 1.5 in the air 264 00:10:11,583 --> 00:10:12,095 Should be good 265 00:10:14,143 --> 00:10:18,239 Annan in this first scale key right here I'm going to make it 266 00:10:18,495 --> 00:10:19,263 Also 267 00:10:19,519 --> 00:10:21,567 Transition a little bit Slowly by dragon 268 00:10:21,823 --> 00:10:22,335 He's down 269 00:10:23,615 --> 00:10:26,431 So what you should be able to see if you had control you can see 270 00:10:26,687 --> 00:10:28,223 Slow motion more 271 00:10:28,479 --> 00:10:30,271 I think that's looking really good 272 00:10:30,527 --> 00:10:32,063 And What I Might Do Is 273 00:10:32,319 --> 00:10:33,855 I'm going to try to put another 274 00:10:34,111 --> 00:10:34,879 Scale 275 00:10:35,135 --> 00:10:36,415 Year 8.4 276 00:10:36,671 --> 00:10:37,951 And change it to 277 00:10:38,463 --> 00:10:40,255 One for both of ys 278 00:10:41,791 --> 00:10:43,583 And then I'm going to maybe 279 00:10:43,839 --> 00:10:45,119 Easing back to 280 00:10:45,631 --> 00:10:46,143 Linear 281 00:10:46,399 --> 00:10:46,911 4th 282 00:10:47,423 --> 00:10:48,447 Keyframe here 283 00:10:49,727 --> 00:10:54,847 And then for the first keyframe is first scale keyframe I'm actually going to change that using to something less 284 00:10:56,639 --> 00:11:01,247 So that's like an alarm or sadolin a lot nicer so let's Run the game now and 285 00:11:01,759 --> 00:11:05,343 Ok so it's looking a little bit awkward in game because we do still need them 286 00:11:05,599 --> 00:11:06,879 Some changes to it 287 00:11:07,135 --> 00:11:08,671 But I think that's looking 288 00:11:08,927 --> 00:11:13,535 Good now I know we're doing a lot of whiplash here I kind of changing a lot of things at once 289 00:11:13,791 --> 00:11:15,583 Basically what you need to do is just 290 00:11:15,839 --> 00:11:16,863 Try to convey 291 00:11:17,119 --> 00:11:17,631 The 292 00:11:17,887 --> 00:11:19,167 The sense of walking 293 00:11:19,679 --> 00:11:21,983 Using squash in the stretching in accordance 294 00:11:22,751 --> 00:11:24,031 Jump and land 295 00:11:24,287 --> 00:11:25,311 I'm trying to make it look 296 00:11:25,567 --> 00:11:26,079 Feel good 297 00:11:26,335 --> 00:11:28,895 And I think this rotation needs to change again 298 00:11:29,151 --> 00:11:30,943 I'm going to change this rotation key 299 00:11:31,199 --> 00:11:33,759 This is a very iterative process I didn't like 300 00:11:34,015 --> 00:11:34,527 I did 301 00:11:34,783 --> 00:11:35,551 Replant 302 00:11:35,807 --> 00:11:38,111 This out I'm trying to 303 00:11:38,367 --> 00:11:39,135 We create a game 304 00:11:39,391 --> 00:11:40,671 So you are can see 305 00:11:40,927 --> 00:11:42,207 How It Ends 306 00:11:42,463 --> 00:11:42,975 Usually 307 00:11:43,743 --> 00:11:46,047 I'm gonna change so I reverse the direction of 308 00:11:46,303 --> 00:11:47,071 Is keyframe 309 00:11:47,327 --> 00:11:49,375 Here these rotation keyframes 310 00:11:49,631 --> 00:11:51,167 The first one or the second one 311 00:11:51,679 --> 00:11:52,447 First one is 0 312 00:11:52,703 --> 00:11:53,471 Second one is 313 00:11:53,983 --> 00:11:54,495 15 314 00:11:54,751 --> 00:11:55,263 And 315 00:11:55,519 --> 00:11:56,031 The 3rd 316 00:11:56,287 --> 00:11:56,799 When is 50 317 00:11:57,311 --> 00:11:59,615 And I'm going to move this 15 degrees 318 00:12:00,127 --> 00:12:00,895 Over the point 319 00:12:01,663 --> 00:12:03,455 So what happens is that the player 320 00:12:03,711 --> 00:12:04,735 Rotates 321 00:12:04,991 --> 00:12:06,527 Jump so that little and noises 322 00:12:07,039 --> 00:12:09,855 So I can hold control and scrub to be very 323 00:12:10,111 --> 00:12:10,879 Granola bars 324 00:12:11,135 --> 00:12:12,159 So the player jumps 325 00:12:12,671 --> 00:12:14,207 Rotates around 326 00:12:14,463 --> 00:12:15,487 Then comes back 327 00:12:15,743 --> 00:12:16,255 Down 328 00:12:16,511 --> 00:12:17,023 To the ground 329 00:12:18,047 --> 00:12:19,327 Reset a little bit 330 00:12:19,583 --> 00:12:20,863 And then jumps back up 331 00:12:22,399 --> 00:12:24,703 I'm going to run it one more time in Seattle 332 00:12:26,239 --> 00:12:28,287 Alright I think that's looking really good 333 00:12:28,543 --> 00:12:31,615 So the animation is in place for the walk 334 00:12:32,127 --> 00:12:35,199 And it's looking pretty decent and I encourage you to play with 335 00:12:35,455 --> 00:12:36,991 To get it looking how you want it to 336 00:12:37,503 --> 00:12:40,319 Be exact you don't have to match the exact keyframes 337 00:12:40,575 --> 00:12:42,879 But just follow the principles that I've done 338 00:12:43,135 --> 00:12:46,719 Apply some rotation and scale of the public places that you can get something 339 00:12:46,975 --> 00:12:47,487 Looking really nice 340 00:12:47,743 --> 00:12:51,327 But there's a couple more things we need to do so we don't want us to autoplay 341 00:12:51,583 --> 00:12:54,655 So I'm going to uncheck autoplay on load 342 00:12:54,911 --> 00:12:56,703 And I'm going to go ahead and open up 343 00:12:57,983 --> 00:12:58,751 Script for the 344 00:13:00,031 --> 00:13:02,335 And let's go ahead and grab a minute 345 00:13:02,591 --> 00:13:05,407 Toggle this animation panel by clicking the animation 346 00:13:05,663 --> 00:13:07,455 Button in the borough of towbar here 347 00:13:07,711 --> 00:13:10,015 And then I'm going to scroll to the top of my players 348 00:13:10,271 --> 00:13:11,551 And I'm going to 349 00:13:12,319 --> 00:13:14,879 Grab a reference to that anime 350 00:13:15,135 --> 00:13:15,647 Open player 351 00:13:15,903 --> 00:13:18,463 By doing on ready via animation player 352 00:13:19,231 --> 00:13:19,743 Animation 353 00:13:20,511 --> 00:13:21,279 Just like so 354 00:13:22,559 --> 00:13:27,935 And what we want to do is we want to update the information depending on the movement 355 00:13:28,447 --> 00:13:30,239 So I'm going to 356 00:13:30,495 --> 00:13:32,031 Below the moving slide 357 00:13:32,287 --> 00:13:33,311 I'm going to see 358 00:13:33,823 --> 00:13:34,335 If 359 00:13:34,591 --> 00:13:35,615 Movement vector 360 00:13:36,895 --> 00:13:38,687 X is not equal to zero 361 00:13:38,943 --> 00:13:39,711 And 362 00:13:40,223 --> 00:13:40,735 Moves 363 00:13:41,247 --> 00:13:42,015 Vector 364 00:13:42,271 --> 00:13:42,783 Why 365 00:13:43,295 --> 00:13:44,831 Is not equal to zero actually this 366 00:13:45,087 --> 00:13:45,599 Dior 367 00:13:45,855 --> 00:13:46,623 Something to change 368 00:13:46,879 --> 00:13:47,391 To or 369 00:13:47,647 --> 00:13:51,231 So basically if we have any movement input and all 370 00:13:51,487 --> 00:13:54,047 I'm going to say animationplayer 371 00:13:54,559 --> 00:13:55,071 Play 372 00:13:55,327 --> 00:13:58,911 And we're going to play the walk animation we should automatically 373 00:13:59,167 --> 00:14:00,191 Suggested for you 374 00:14:00,703 --> 00:14:01,727 And then else 375 00:14:02,495 --> 00:14:04,287 Let's do animation player 376 00:14:04,543 --> 00:14:05,567 Play 377 00:14:05,823 --> 00:14:06,591 What does play Reece 378 00:14:08,127 --> 00:14:11,711 So if we go and play the game now you should only be seeing 379 00:14:12,223 --> 00:14:12,735 When 380 00:14:13,247 --> 00:14:14,015 You're well 381 00:14:15,551 --> 00:14:19,391 One of the thing that looks awkward is that the player is always facing to the right 382 00:14:19,647 --> 00:14:21,439 So no matter which direction we go in 383 00:14:21,695 --> 00:14:22,975 Just looks a little 384 00:14:23,743 --> 00:14:27,327 And so I'm going to add a new note to the underneath 385 00:14:27,583 --> 00:14:28,095 The player 386 00:14:29,631 --> 00:14:31,167 And I'm going to call this 387 00:14:31,679 --> 00:14:32,191 Visual 388 00:14:33,215 --> 00:14:36,287 What's dragon up to just above the Sprite 2D 389 00:14:36,543 --> 00:14:39,103 And let's move the Sprite to the under the 390 00:14:40,383 --> 00:14:40,895 So why did I 391 00:14:41,407 --> 00:14:47,551 The reason is because we're going to apply a scale to the visual so what would happens if I apply a scale of -1 to the visual 392 00:14:48,063 --> 00:14:48,831 In the 393 00:14:49,087 --> 00:14:50,623 Extraction only 394 00:14:51,135 --> 00:14:52,159 The player is flip 395 00:14:52,415 --> 00:14:54,207 And because the player is flip 396 00:14:54,463 --> 00:14:57,791 My animationplayer will now appear to be going the other way 397 00:14:58,047 --> 00:15:01,375 So this is just a need the nature of Godot transform 398 00:15:01,631 --> 00:15:04,191 So no two days inherit their 399 00:15:04,447 --> 00:15:04,959 Transfer 400 00:15:05,471 --> 00:15:09,567 So my animation player we're animating the Sprite position 401 00:15:10,335 --> 00:15:10,847 Skip 402 00:15:11,359 --> 00:15:12,127 However 403 00:15:12,383 --> 00:15:13,919 It is also inherited 404 00:15:14,175 --> 00:15:15,455 The scale of the Viz 405 00:15:15,967 --> 00:15:16,479 So 406 00:15:16,991 --> 00:15:19,039 This is a nice way of being able 407 00:15:19,295 --> 00:15:20,319 Flip the character 408 00:15:20,575 --> 00:15:22,879 Without having to have a bunch of Dee 409 00:15:23,135 --> 00:15:24,415 Animations for the different Direct 410 00:15:24,927 --> 00:15:25,695 Because We Can 411 00:15:25,951 --> 00:15:26,975 Apply the scale 412 00:15:27,231 --> 00:15:29,279 Sprite here in this track 413 00:15:29,535 --> 00:15:31,839 And then we can apply a secondary scale 414 00:15:32,095 --> 00:15:33,887 To a parent of this 415 00:15:34,143 --> 00:15:35,679 To make it face One Way or Another 416 00:15:35,935 --> 00:15:41,311 If we were applying that negative scale to describe correctly it would overwrite the scale that were 417 00:15:42,079 --> 00:15:42,591 In 418 00:15:43,103 --> 00:15:43,871 Animation 419 00:15:44,383 --> 00:15:45,663 So the straight one here 420 00:15:45,919 --> 00:15:47,455 The transforms of the parrot 421 00:15:47,711 --> 00:15:50,783 And it goes for any property of the transform so scale rotation 422 00:15:51,039 --> 00:15:54,367 That's the reason why I can take the visuals no in I can rotate it 423 00:15:54,623 --> 00:15:56,415 And then I can play the animation 424 00:15:56,671 --> 00:15:58,463 And the player is still rotating 425 00:15:59,743 --> 00:16:01,023 In accordance with their enemies 426 00:16:01,279 --> 00:16:03,327 But it's inheriting also the route 427 00:16:03,583 --> 00:16:04,095 The visuals 428 00:16:04,607 --> 00:16:06,399 So that's just a really nice 429 00:16:06,655 --> 00:16:07,167 To know 430 00:16:07,679 --> 00:16:08,447 And I'm going to reset 431 00:16:08,703 --> 00:16:09,727 My scale here's 432 00:16:09,983 --> 00:16:10,751 It's freezing to the right 433 00:16:11,007 --> 00:16:13,055 So the reason that I said that up 434 00:16:13,311 --> 00:16:15,871 Is that if we go back to our place Crewe 435 00:16:16,383 --> 00:16:19,455 What we can do is grab a reference to those of Dad 436 00:16:19,711 --> 00:16:21,503 So I'm reading via visual 437 00:16:22,015 --> 00:16:23,295 Is it good to dollar sign 438 00:16:23,551 --> 00:16:24,063 Visuals 439 00:16:25,599 --> 00:16:27,391 And then we can scroll down here 440 00:16:27,647 --> 00:16:30,207 And I'm going to apply for a scale bass 441 00:16:30,463 --> 00:16:31,231 On the 442 00:16:31,487 --> 00:16:32,255 Movement 443 00:16:32,767 --> 00:16:33,279 X 444 00:16:33,535 --> 00:16:36,863 Under here I'm going to save our move sign in 445 00:16:37,119 --> 00:16:38,143 To sign 446 00:16:38,399 --> 00:16:40,191 Of movement vector 447 00:16:41,727 --> 00:16:43,007 And why did I do that 448 00:16:43,263 --> 00:16:45,567 So buy control-click into the sign here 449 00:16:46,079 --> 00:16:50,431 You can see that the documentation states that this will return -1 if the number is neg 450 00:16:50,943 --> 00:16:54,271 One of the number is positive and 0 if the number is 0 451 00:16:54,527 --> 00:16:59,647 And we're going to use that to determine how to apply the scale so far movement vector is negative 452 00:16:59,903 --> 00:17:01,183 We want to scale 453 00:17:01,439 --> 00:17:03,743 The acts in the negative Direction 454 00:17:04,255 --> 00:17:05,535 End of the moving Factor 455 00:17:05,791 --> 00:17:06,303 Is 456 00:17:06,559 --> 00:17:07,327 Positive 457 00:17:07,583 --> 00:17:09,375 Then we're going to scale the x 458 00:17:09,887 --> 00:17:10,655 In the past 459 00:17:10,911 --> 00:17:11,423 Directions 460 00:17:11,679 --> 00:17:13,215 That's going to give us our flipping 461 00:17:13,471 --> 00:17:16,287 We want so that our moves I know here so I'm going to do 462 00:17:16,543 --> 00:17:17,311 Really quick 463 00:17:17,823 --> 00:17:20,127 Is this can potentially return 464 00:17:20,639 --> 00:17:22,687 So I'm just going to see if move 465 00:17:22,943 --> 00:17:23,455 Sign 466 00:17:24,223 --> 00:17:24,735 0 467 00:17:24,991 --> 00:17:27,807 We're going to set the visuals that scale 468 00:17:28,063 --> 00:17:29,087 Equal to 469 00:17:29,343 --> 00:17:30,623 21 470 00:17:30,879 --> 00:17:33,951 And that could do that one is just a vector that equal 471 00:17:34,207 --> 00:17:35,743 One in the accent one in the way 472 00:17:36,255 --> 00:17:37,535 And then we're going to write else 473 00:17:38,047 --> 00:17:40,863 Visual dad scale is equal to 474 00:17:41,119 --> 00:17:42,143 Vector2 475 00:17:42,399 --> 00:17:43,679 In parentheses 476 00:17:43,935 --> 00:17:49,823 Working out supply the ex which is going to be our move sign so again this is either going to be -1 or 1 477 00:17:50,079 --> 00:17:50,591 And then 478 00:17:50,847 --> 00:17:51,871 Supply one in the 479 00:17:52,127 --> 00:17:53,151 Next we don't want to school in the 480 00:17:53,919 --> 00:17:56,223 And so now if I run the game you can see 481 00:17:56,479 --> 00:17:58,527 The player flips it's very subtle 482 00:17:58,783 --> 00:18:02,367 But the player does flip in the animation looks a little bit more appropriate 483 00:18:02,623 --> 00:18:03,903 Based on the direction 484 00:18:04,159 --> 00:18:04,671 That 485 00:18:06,719 --> 00:18:12,351 Animation is looking just a little bit too weird so I'm going to make one final change to adviser 486 00:18:12,863 --> 00:18:13,631 Animation play 487 00:18:13,887 --> 00:18:14,655 And then slide 488 00:18:14,911 --> 00:18:15,423 2 DB 489 00:18:15,679 --> 00:18:18,751 The top I think this delay is a little bit much 490 00:18:19,007 --> 00:18:19,519 The end 491 00:18:19,775 --> 00:18:21,311 So I want to see what happens about 492 00:18:24,127 --> 00:18:27,455 Ok so let's see how that works in game was just a point for the 493 00:18:28,991 --> 00:18:30,527 That looks great overall 494 00:18:30,783 --> 00:18:32,319 One final change I'm gonna make 495 00:18:32,575 --> 00:18:33,343 Is the scale here 496 00:18:33,855 --> 00:18:39,231 I'm going to slightly change the scale in the Y again on this second key from here 497 00:18:39,743 --> 00:18:41,023 21.1 498 00:18:41,279 --> 00:18:42,559 And just slightly rude 499 00:18:43,327 --> 00:18:45,887 That and also actually I'm gonna reduce the 500 00:18:46,143 --> 00:18:46,911 As well someone 501 00:18:47,167 --> 00:18:47,935 2.8 502 00:18:48,703 --> 00:18:50,495 And 1.1 in the Y for that Keith 503 00:18:51,007 --> 00:18:55,615 Can I keep saying wonderful thing but I'm also going to exaggerate the position of 504 00:18:55,871 --> 00:18:56,895 B Morris I'm going to add 505 00:18:57,151 --> 00:18:57,663 The position 506 00:18:58,175 --> 00:18:59,199 To something like 507 00:18:59,711 --> 00:19:02,271 -5 instead on 508 00:19:02,527 --> 00:19:04,063 Second position keyframe 509 00:19:07,135 --> 00:19:08,415 Ok I think that 510 00:19:08,671 --> 00:19:10,719 Just fine I'm going to stop messing with that 511 00:19:10,975 --> 00:19:12,511 So that's the first 512 00:19:12,767 --> 00:19:15,583 How many entities that were going to have to Anna 33360

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