It's great that you start from the beginning, and go step by step, dragging in the animations as you go. A lot of people explain this sort of thing with the animations already populated, and then jump in to the code. You have a clear, informative presentation style. I'm just finishing off my latest game, and refactoring the animation controller in terms of sub state machines and blend trees. This is useful. Well done, and thanks.
Simple tips you may know already: Check Enter Play Mode Option to true, and don't Reload Domain and Scene. No more loading bars when pressing that play button. Check it out.
jumping animations can be placed in the base layer in addition to the blend tree with an overide transition , just make your following best practice when it comes to the animations and make sure your player controller is moving the object up with the animation dont rely on root motion to controller verticle movement
I have a custom rig, with a lot of full rotation animations cuz its an anime game action thing....in blend tree those where the char do spins 360 or stuff like tjat... won't work...is it a limitation of the blend tree or is something i don't know?, im tired if the animation tree...is terrible and i have as i add systems i get.more complex tree. Its judt awfull to see it
It's great that you start from the beginning, and go step by step, dragging in the animations as you go.
A lot of people explain this sort of thing with the animations already populated, and then jump in to the code.
You have a clear, informative presentation style.
I'm just finishing off my latest game, and refactoring the animation controller in terms of sub state machines and blend trees.
This is useful.
Well done, and thanks.
Thank you
thanks man you save my time and my game
Glad to hear it brother
Really good tutorial, thanks!
Thank you man!
Very interesting! Thanks!
My pleasure!
Simple tips you may know already:
Check Enter Play Mode Option to true, and don't Reload Domain and Scene.
No more loading bars when pressing that play button.
Check it out.
Did you ever figure out why it spazzed out at the end?
Best video I've seen so far on the matter of Blending trees!
what about jumping? would you create another blend tree or use the same?
jumping animations can be placed in the base layer in addition to the blend tree with an overide transition , just make your following best practice when it comes to the animations and make sure your player controller is moving the object up with the animation dont rely on root motion to controller verticle movement
I have a custom rig, with a lot of full rotation animations cuz its an anime game action thing....in blend tree those where the char do spins 360 or stuff like tjat... won't work...is it a limitation of the blend tree or is something i don't know?, im tired if the animation tree...is terrible and i have as i add systems i get.more complex tree. Its judt awfull to see it
Tx
I guess the animations have to have the same number of frames
man... just use smoothdamp XD
Why?
@@nikz000 couse interpolating values in linear fashion looks terrible in animation and basicaly all it costs is just one more variable to cache
I wish you would have fixed your camera focus its a bit distracting
Sorry lol next time
Full tutorial . mobile TPP controller