First Person Animations With Weapons - FPS Game With Unity & Blender
Вставка
- Опубліковано 12 сер 2021
- FIRST PERSON ANIMATIONS WITH WEAPONS
In the tenth episode I show you how to make some pretty easy and cool animations for our FPS arms and weapons.
Free Weapons On My Patreon: / free-weapons-for-54756498
Feel free to donate if you are rich :D
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Thanks to: Robin Brown, Tom Taborovski and Samin Grahic for their support on Patreon.
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--Programs--
Engine: Unity - unity3d.com/
Modeling: Blender - www.blender.org/
2D Editing: Krita - krita.org/en/
Programing: Visual Studio - visualstudio.microsoft.com/
Organization: Trello - trello.com/
--Outro Music--
Song: Horizon (feat. Tylah Rose) - Loreno Mayer & Haesën
Music provided by Ninety9Lives
Video: • Loreno Mayer & Haesën ...
Download: 99l.tv/88HorizonYU
--TAGS--
script make game for free 2020 development dev unity blender program tutorial guide new hd twitter youtube developer indie design art cool easy quick fast fps first person shooter game gaming how to intro introduction learn teach learning teaching livestream live stream indiegamedev indiegame indie unity2020 blender3d unity3d devlog - Ігри
Thx so much ! Amazing tutorial ! You deserve so many more subscribers !
I am actually having alot of fun doing all the animations, it is a bit redundant to re do it for every weapon but I like it
Im starting to get kinda jealous of how frequent you upload
I got bad news for you then :]
For me what wasn't really clear in the video is that when parenting the gun to you arms at 5:30, in Pose Mode, you first have to select the root bone of you pistol, then the palm bone of your arms, an then press Ctrl + P. Just for anyone who has problems with this.
Because in the video it looks like he doesn't select the root bone of the gun first, but only the palm bone...
good job!
Man you are full of skills
Thank u thank u . Aaaaa goood perfect taturial
Sou do Brasil, mas acompanho seus vídeos, parabéns
good job
Just as a tip, instead of parenting the gun bone to the palm target bone
It's easier (and better since this will lock everything in terms of rotation/location/scale) to instead add a bone constraint to the gun's root bone, set its constraint to the palm bone (not the palm target), and, once you notice that the gun is now all turned around and positioned weirdly, to click on Set Inverse. This will lock the gun back into the location you had positioned it (obviously in the hand of the rig where you want the gun to be. Make sure you do that first as per this tutorial's steps)
This will ensure that no matter where you move the hand or how you rotate the hand, it will position/rotate accordingly
With parenting to a bone, sadly this isn't the case (at least, wasn't in my experience where I had to parent 2 pistols to 2 different bones)
Cool, didnt know that, thanks
Very usefull, thank you
No problem :]
Amazing tutorial! Could you maybe do another one on how to see what the animation will look like from first person perspective while in blendet?
I know there is a way to do it just not 100% sure for the settings, I will look into it a bit deeper and make a vid
@@SingleSapling thanks!
@@SingleSapling I found out a way to do it with a script, here it is
private void SetFov(Camera _cam, float _hFov) // _hFov field of view in blender
{
var _vFov = Mathf.Atan(Mathf.Tan(Mathf.Deg2Rad * _hFov / 2) / _cam.aspect) * 2;
_vFov *= Mathf.Rad2Deg;
_cam.fieldOfView = _vFov;
}
the field of view in blender needs to be in degrees not millimeters. Hopefully you can show this to more people so they dont have to search for an hour trying to figure something out lol. (also not my script at all)
i like this videos keep going !!!
:]
I might be late to have seen this course, but blender tutorial against unity. You sharpen my knowledge. Thanks
The course is still going, thank you
Keep up the great work man, very amazing work. Love it! Edit: What is the blender theme ur using?
Thanks, not sure, dont know where that setting is anymore :/
I think its called "grey", but i dont know how to set it.
@@prod.bigbrankar One year ago but I found out how, You just have to go to Edit->Preferences->Themes then at the top it will say presets or sum and there you can select it, pretty sure its fully customisable too so you can change the colors for user interface or whatever you would want.
question here:
why did you save all the animations seperatly ?
can't you crate a new action insted ? isn't that easier ?
Probably for organization reasons. I'm doing it that way too. Also prevents me from having the weapon 'close by' and invisible.
But, I could be wrong in my method as I'm still new at this stuff.
why does my animation snap back and not smoothly like yours :(
(EDIT: Fixed it....I'm dumb)
Nice tutorial! Can I please know why we have so many saved files though? Do I need them all? If not which ones should I keep?
Mate how do you add Mag to animation? When I move the mag since they are two separate rigs it doesnt add to animation, there are no reload animation videos so if you did a trick there to add reloads i missed it, do you have any suggestions?
i need help I'm trying to animate a reload animation for a double barrel shotgun and i want the left hand to eject the shells and insert new ones but when i change the left hand position it effects every keyframe. for example if i make a keyframe where the left hand is slightly leaning to the left and make a new keyframe with the left hand slightly leaning to the right it will effect the previous keyframe and have the left-hand slightly leaning to the right. Also my hands are faster then my bones
A and I just shows options for keyframing a bunch of stuff. Which one should I choose?
Hi, Been loving the tutorials so far and was wondering if you are able to upload the animation files for this video? This would help me as I need to practise my coding.
I think i put the patreon link(its still free) in one of the videos following these ones
Great tutorial, I just had a question about wanting to make FPS animations with an entire body, instead of just arms. Do you have to animate the entire model inside blender for each animation or can you just attach the arms to the existing model inside unity? I want other players (Multiplayer) to be able to see the character do the animations as well.
Oh, yeah, so you would need two models (arms and the whole body), you need to animate them seperately and then use camera layers to render the correct model :)
@@SingleSapling thanks for the reply, it kind of makes sense to me. Because im new to unity and blender though, it's still a bit over my head, I would love to see a tutorial on this one day! Subbed man, cheers!
Maybe I should make one :]
Most definitely need to make one because I'm interested in this topic aswell great question colton
Ill see what I can do :]
Can you make tut about making fire animation and reload cause I cant make cause when animate hands and the gun it works in blender but when I import it to unity to convert to two animations one for the weapon and the other one for the hand
Its in the playlist ;)
@@SingleSapling link plz
How did you make 2 blender windows?
quick question: can I use unity's built in animation for these arms?
Yes
please reply .As u have connected the gun with bone. than what will happen if weapon is switched in unity. will gun bone be removed while switching to different gun?
The gun in this case is just a placeholder to see how it will fit. The gun is added later in unity as a seperate object
could you put the hands to download on patreon?
i cant copy the pistol to my hands btw nice vid
Can you copy it somewhere else
Doesn't making the bones child of other bones contstraining animation capabilities? What if I wanted to do a really crazy animation, I don't want gun to move with right hand? Is it bad practice?
And tutorials is AMAZING. Thanks. SSG
You do what works for you
Following your tutorial fine so far, until this episode. When I add the animations in the blend tree, the arms model becomes very large and messed up. It doesn't even look like arms anymore. I haven't been able to fix this.
I did not create a gun, as it is not needed for what I am doing. I'm on Blender 3.1 and Unity 2020.3.14
Can you help somehow?
So the arms just scale really big when u play the game?
@@SingleSapling Yes, very big and disproportioned. I joined your discord server and posted my problem in the help channel, if you need pictures.
@@arkh9080 how bout you change the arm scale in unity.. it's probably working idk
Its something else, i checked the discord and have no clue how to fix it :/
why is he saving every anymation separately? can't you just use the anim lib ?
Im having some trouble making these animations purely because I really suck. Is there a free download on your discord server? Or possibly by becoming a patreon? I really wanna follow along so if you could some way give me download or add them to the first patreon tier I would be more than happy to buy them there :D
They will go up for free on my patreon in 2 episoded when I add all the guns to the game
@@SingleSapling Oh okay nice. Can I just follow some of the future tutorial, like the healthbar i guess? Then when the animations get released I can go back to here and follow again? Or will all future videos like the Health Bar require I followed this one?
No its fine you can do that
For some reason when I try to parent the left hand to the other one and I try to select the target, it doesn't allow me to select the armature, I click on it and nothing happens
Edit: it's okay though I found out you don't need to parent them, you can just shift click on both target bones and move them together, it works flawlessly
You chose the object constrain properties instead of bone constrain properties. Issue fixed!
If you don't rotate the arm, it's gansta style 🤣 edit: 6:49
tried this
everytime i export the animations, its not playing and when i go to the "Animations" tab in unity ALL the needed bones are missing
Trigger.Bone(Missing!) pls help
I think its a armature problem, try and make a very simple armature and model and import that one to see if its working( make like a bendy cube or something)
@@SingleSapling tried a simple cube swing
saved the BLEND FILE changed to OBJECT MODE clicked the armature and exported it as FBX like you did in this video everything followed
put the blend file to unity and same with animation
created an avatar for the cube, copied the avatar for animation, set the animation in the animator controller, played the scene
cube is just standing straight, the animation is playing but cube is not moving and in the animations tab in unity its showing Bone.position(missing!)
curve.position(missing!)
Boyfriends!
there is a lot easier way to make animations without making a million files
I realise that now