Creating Character Animations in Unity! (Tutorial)

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In this video, we're going to take a 'look at' (pun absolutely intended) how to create procedural character animations in Unity! This will be done using the Animation Rigging Package.

Watch this video to learn the basics of Animation Rigging!

Download the project here!
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Heyo folks, Sam here, hope you enjoy the video! =)
*Quick question, * what do you think you'll create with the Animation Rigging package? Let us know in the comments!

unity
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As cool as runtime animation rigging is, it would be really cool if the animation rigging tools could be modified to work when the play button isn't enabled. This would make it possible to create in engine animations without requiring the object to be in play mode using the tools.Looking forward to hearing more about this

Daitomodachi
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I LOVE IT!! Whoever is doing these tutorials is incredible! It's no easy task to create a tutorial that is so clean and concise. I can't wait to use this!

chris.davidoff
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It does add more emotion and immersion to have an additive constrain system in place based on a radius. Very cool!

JPWestmas
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I already used this fine piece of technology to breathe life into the Swamp Shark. Took this shark model i once rigged but have never used. Created a really basic animation where just the tail fin was moving from left to right. Originally that animation looked kind of robotic. Not really lifelike. That's when magic happened. Basically just used one Multi-Aim Constraint for the sharks head look, one Multi-Rotation Constraint to let the upper spine bones receive a bit of the tail fins motion. Finally put some Damped Transform Constraints on some of the bones, for example: a slightly damped lower jaw bone made the swimming animation look exponentially more scary. Also the fins/tail reacting to physx effect is mindblowing. Shark now also has this damped carp like "beard" haha. Giving it some sort of frog-like back legs to make it a viable predator on land should be totally no problem thanks to your amazing tech Unity. Love you guys so much. TLDR Nothing can protect you from swamp shark. The worst of all horrors haha

bulalaish
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I have been using the Rig Multi-aim Constraint and adjusting rig weights depending on the AI state, for the NPCs to "look at" my player on a 2D platformer and my 3D characters look at the player and feel much more alive thanks to that :D

kinnetikira
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The characters and the environment look so cute! Props to whoever made those.

fieryalbino
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This was a great video that gave a good intro to what can be done with Unity's Annimation Rigging package. I had no idea this existed till I searched on how to create animation clips for humanoid rigs in Unity and this video popped up. I did find one issue however with the LookAtNearby script having to do with setting the targetPosition. If the pointOfInterest is null then you want to look at the origin, but you're gonna want to use localPosition, but if you get a pointOfInterest, then you want position (world position).

jasonbartlett
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A great feature to make things so much more alive, thanks Unity :)

HadiLePanda
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that was a very informative video for only 7mins.

PeterSedesse
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Very nice, love how Unity keeps improving.

zionen
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Is someone tickling this guy while he talks? He's a real giggle machine.

rachaelbao
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This doesn't do much for my current project but make no mistake, this is nice.

ThatGamePerson
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Oh yes This tutorial hit the point of more character interaction

playonce
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Perfect, Unity is going to be strong💪!

ehsanc
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Video is helpful but my one request would be to slow down a bit. I had to hit pause/rewind/skip constantly to keep up :)

Boots
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Please make a tutorial for IK. Would be very helpful

_denzy_
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@Unity

Why does the Aim Target need to be a child of the Rig gameobject?
Meaning, why couldn't you just set the Vikings Head as the source instead of putting the Aim Target in the Vikings Head position?

Crons-vf
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Select your Model then from the header select Animcation Rigging > Bone Renderer Setup and then select Animation Rigging > Rig Setup.
This will setup your Rig and Bone Renderer and everything up until 1:37

RShelper
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Wasn't this already achievable with the AimConstraint and LookAtConstraint?
(and with IK Look target?)

HAWXLEADER