For those asking about reload animations, if you want it to look professional you will most likely have to: 1) Create the animation in blender/unity (don't do it in unity), or just buy one / download one. 2) When its time to do the animation, disable the IK, then let the animation play 3) Re-enable it after the animation. Maybe you would want to use a game object to store where you animation starts so you can smoothly transition the gun position at the start. Personally I would just move the gun off screen or something because I hate working with animations.
Thank you so much for these simple tutorials! They're not trying to be super complex and offer some great, practical solutions. I remember googling around for a "vaulting" system a few months ago, something similar to Dishonored, and your video *with* the Dishonored knife popped up -- exactly what I was looking for.
If you're having the issue where your hands will flicker, its because the hands are WAY too close to the camera, so it disables the model at certain angles. Move either the hands model or the camera in order to prevent this.
For anyone who is facing a problem where their meshes are flickering or not visible at different angles, the solution is to enable Update when offscreen on the skinnedmeshrenderer. That is the only thing that's actually done it for me
Hi, 2 questions. 1- I have a fps fbx with animations, to place all the animations on one timeline is this correct? I go to hiacrcy and right click the animation object and say set action then click the action I want , then I add them to the nla, then I go to edit and bake. 2- when I export the entire mesh and animations to fbx and bring it into other software it seems mesh is low poly now. How to fix this? FYI the original mesh is not low poly
thank you ! its a good tutorial but can you make a tutorial about creating reloads animations with that technique here that is flexible for individual guns?
what if I have animations already made for the gun and model. is there any way to connect the gun to the bone only as a socket. I haven't used unity before so every little operation is a damn plugin in the engine. even godot comes with a shader editor. in unity you gotta add everything as a damn package XD. How do you attach a gun or weapon specifically to a bone so when animation is played (pre existing animation) the item stays connected to the bone rather than making a custom animation for the grip.
I'm new to blender. When I try to set the geometry to the origin in Blender, the skeleton separates from the mesh and moves above it. How can I fix this? Thanks
Hello, I have a question: in multiplayer, should player have separate hands object or should it just be a character with all rigs and multi aim constraint components? Because i've set up character gun holding using just inversed kinematics and its working ALMOST fine, but I am thinking about hands solution because as i said it is not perfectly fine
Thanks for the great Tutorial, I have a question, is it possible to get the script which let the gun move if you walk and the advanced Recoil Script? Would be great
I have been struggling myself on a specific issue. I have been trying to develop a multiplayer survival fps game and the thing is i am not too sure on how to animate the item holding animations, i want to make only one global animation from maybe the player model so that the item that will be instantiated in the hands will have the same positions on all clients. Or maybe should i make different animations on local and remote players. Any suggestions?
I would do completely seperate animations and models for the player vs opponents. Each client renders perfectly looking FPS rigs and animations that look right in FP. The opponents are then rendered with rigs and animations that look perfect in TP. Viola, no need to adjust anything to make it work in both views.
The animation looks off because you set the shoulder as the root, for the two bones ik constraint. This should instead be set to upper arm or "righArm" in your case. It makes the animations look way better with no need to adjust shoulder width etc...
ive been wrestling with adding animations from blender to unity. unitys import method is dog shit, lining up guns to the hand and not have anything clip is a nightmare. now i can see i can do it all inside unity i can seriously relax!
For those asking about reload animations, if you want it to look professional you will most likely have to:
1) Create the animation in blender/unity (don't do it in unity), or just buy one / download one.
2) When its time to do the animation, disable the IK, then let the animation play
3) Re-enable it after the animation.
Maybe you would want to use a game object to store where you animation starts so you can smoothly transition the gun position at the start.
Personally I would just move the gun off screen or something because I hate working with animations.
i been thinking of importing the weapon and the arms separately and merge them both in the animations
Thank you so much for these simple tutorials! They're not trying to be super complex and offer some great, practical solutions. I remember googling around for a "vaulting" system a few months ago, something similar to Dishonored, and your video *with* the Dishonored knife popped up -- exactly what I was looking for.
the knife part was so random at the end, but it was actually the information i was searching for xd
A tutorial on how to set it up with multiple items would be awesome!
Items? You mean mesh parts like armour?
Amazing guide bro, ive been working around this for a while and this is the perfect way in
this man is the best, how to steal, how to create, how to do. GJ. ILV
If you're having the issue where your hands will flicker, its because the hands are WAY too close to the camera, so it disables the model at certain angles. Move either the hands model or the camera in order to prevent this.
8:50 this was possibly the funniest thing ive seen in a tutorial
Before 6 months I saw it and it made me laugh I back now laugh again😂😂
love your teaching style man. by far my favorite. hope to see more from you !
Apreciate u bro, this vid really helped dawg Keep posting bro
For anyone who is facing a problem where their meshes are flickering or not visible at different angles, the solution is to enable Update when offscreen on the skinnedmeshrenderer. That is the only thing that's actually done it for me
YOU ARE THE FUCKING BEST
tysm
how did you even find that solution
thanks
Yes that's fix it but it's not a permanent fix it's a hack fix you want you figure out why it's happening and solve it that way, you'll thank me later
What an amazing tutorial, love your style and explanations man!
Great tutorial, keep creating videos, they are very helpful ❤
Very easy to understand I love this tutorial continue to make more tutorials ❤️
Some of the best tutorials out there!
I named my left rig layer RigLayerLight in honor of this tutorial
Very helpful! Keep it up with these great tutorials!
Tried to use IK in the past but only now, due to your tutorial, have I gotten the structure right.
you video is so good bro continue like that !
Thanks for taking the time to share
Hi, 2 questions. 1- I have a fps fbx with animations, to place all the animations on one timeline is this correct? I go to hiacrcy and right click the animation object and say set action then click the action I want , then I add them to the nla, then I go to edit and bake. 2- when I export the entire mesh and animations to fbx and bring it into other software it seems mesh is low poly now. How to fix this? FYI the original mesh is not low poly
thank you ! its a good tutorial but can you make a tutorial about creating reloads animations with that technique here that is flexible for individual guns?
but, how to animating reload per individually weapon? especially how hand grab magazine while animation reload play
what if I have animations already made for the gun and model. is there any way to connect the gun to the bone only as a socket. I haven't used unity before so every little operation is a damn plugin in the engine. even godot comes with a shader editor. in unity you gotta add everything as a damn package XD. How do you attach a gun or weapon specifically to a bone so when animation is played (pre existing animation) the item stays connected to the bone rather than making a custom animation for the grip.
I'm new to blender. When I try to set the geometry to the origin in Blender, the skeleton separates from the mesh and moves above it. How can I fix this? Thanks
same
thanks it was quite a mystery on how we had hands visible
U Can Solve the Hand elbow issue by assign hinge transform and positioning that 😊
Life saver thank you
Hello, I have a question: in multiplayer, should player have separate hands object or should it just be a character with all rigs and multi aim constraint components? Because i've set up character gun holding using just inversed kinematics and its working ALMOST fine, but I am thinking about hands solution because as i said it is not perfectly fine
The best way is to have separate models this way you can also view things better from both sides.
how do you turn the wrist though? I see you rotating the pistol grip but that doesn't turn the wrist so the thumb is facing up towards the sky.
I'm working on something similar, but I want to work on an item that can be picked up and dropped off, I don't know how to do that, can you help me?
Thanks for the great Tutorial, I have a question, is it possible to get the script which let the gun move if you walk and the advanced Recoil Script? Would be great
Yeah here is the video: ua-cam.com/video/IxPYm3MIDvY/v-deo.html
@@jondevtutorials4787 Ok thank you. Do you have the tutorial from the Advanced Recoil Script too?
What if you have more than one gun? Do you have to use the arms on each gun individually?
Thank you so much I searched a lot
Man, this is usefull as f, thank u so much
I have been struggling myself on a specific issue. I have been trying to develop a multiplayer survival fps game and the thing is i am not too sure on how to animate the item holding animations, i want to make only one global animation from maybe the player model so that the item that will be instantiated in the hands will have the same positions on all clients. Or maybe should i make different animations on local and remote players. Any suggestions?
I would do completely seperate animations and models for the player vs opponents.
Each client renders perfectly looking FPS rigs and animations that look right in FP.
The opponents are then rendered with rigs and animations that look perfect in TP.
Viola, no need to adjust anything to make it work in both views.
absolute genius
When reloading the gun how would we animate fingers, can more layers be set up for the finger joints?
Same issue
I didn't find any solution
Just add a script that uses unity events then make that unity event trigger an animation on the left hand
I'm having an issure where if I look at specific angles my hands dissapear, do you have a solution for that?
I had the same issue. I changed the near clipping plane in my camera to a smaller amount. This fixed it
@@n.l5969 i tried that but they still glitch out sometimes anymore fixes
Hi, is it still ok to leave the bones? Instead of deleting. Does it cause more resources in Unity having un used bones?
I just want arms do I just do the same thing and not set up the gun?
Yeah pretty much, instead of the gun use the hand.
where did you go 😥
Hello, thx for it tuto but I have a question. How we can do if my game is a multyplayer game. Other pepole will see juste my arm. How can i fix this
The animation looks off because you set the shoulder as the root, for the two bones ik constraint. This should instead be set to upper arm or "righArm" in your case. It makes the animations look way better with no need to adjust shoulder width etc...
How do i use this with reload animation
How would I make this work with multiple weapons? Would I need to re write all my code for weapon switching?
have you find a solution ?
@@julienaye8699 I stepped away from it for a couple months but my idea was to play animations then deactivate the weapon in the animation
could you show how you programmed your gun
pls pin
if u don't know how to add the animation tab near project and console just go to 3 dots in this line and go to add tab and click animation
Omg thx
bruh
Thankss!!! very useful
Thanks for help
Thanks :)
"RigLayerLight" is crazy
What do you do if you have multiple weapons?
you make a script that switches the target to the current selected weapon
Bring us more videos why you left
Unfortunately I found a job, I do have something in the works now though.
@@jondevtutorials4787 sad you stopped making videos 🥲
Great video
BRO THANKS
ive been wrestling with adding animations from blender to unity.
unitys import method is dog shit, lining up guns to the hand and not have anything clip is a nightmare.
now i can see i can do it all inside unity i can seriously relax!
Thanks bro :D
Thanks
Bro please make fps full tutorial
You might as well just've gotten animations all done right off the bat in Mexico at the start.. Vid done at 6 min
now do legs please?
he moves through the scene only with the mouse, without W/s/A/D or arrows💀💀💀💀
Thats a thing🤯
i found rigging pretty hard asoon as i wached this vid
10:03
gracias 🥵🥵
more
why this guy cant help us
easy
FIRST