@@ReForgeMode If so and if there are more animation features added, maybe that's worth to have a paid asset on the asset store for it? Although one drawback I can see is that people will expect (continued) support for paid assets.
@@dreamisover9813 We'll see. I would probably go freemium: free one with limited functions, paid one for full. And it will be maintained, but once the features are complete, I will stop adding it. I do intend to use this myself for my own projects, so it's a worthwhile endeavor.
This would be perfect for what I want to do with my game when I pick up items. Only problem is I use Game Creator 2, so no coding. If you've ever heard of it, maybe it's possible?
Well, I never used any visual programming plugins so I can't tell if it works or not. But if it has a custom script integration for custom nodes, it might be possible to put this into it.
Hi again. Could you please advise how to make export vrm of the character, with additional clothes so that they do not lose colors? If when exporting fbx file it is easy to specify and colors are saved, when exporting vrm, they not only become gray, but also transparent. I tried to create materials and make assignments. I even did some kind of uv mapping. It still exports translucent to vrm, and when I load it back into blender, the colors disappear even in blender. And this transparency, I can see through the outer walls of the inner walls of the object.
If you're using Mixamo animations, I highly recommend not to export your models at all. Just download the animation using their default model and use the animation from it in Unity. If you want to export your VRM to Blender, there is a plugin in Blender for VRM files: github.com/saturday06/VRM-Addon-for-Blender But if you want to export VRM from Unity, I'm afraid I don't have any experience doing that. But I know there are a lot of vtubing tutorials that show you how to do it.
@@ReForgeMode Well, as I understand it, transparency appeared to be related to "backface culling" and normals. It turns out that, unfortunately, blender can not immediately make beautiful at the touch of a button as it looks in the editor, you need additional steaming to polygons were visible in both sides. Well, I figured it out, you could say, but for some reason, the material is not saved when exporting. The name is, and even if it is the simplest and exported through a plugin for vrm, it is stay by default gray in unity
I mean, the material itself is saved, the name there, as well as the fact that it is applied to each object on the character, but its settings, even the simplest color - reset.
Perhaps that is because Unity and Blender uses different render engine. Materials are driven by the shaders, and shaders do behave differently in different render engine, which is why it won't be saved.
I love your channel, however, can you please teach us how to use Unity without coding. There are hardly any tutorials on UA-cam that do that. So you technically have a niche.
Thank you! I could try. There are many tools out there that you can get to minimize the amount of coding, like premade assets and stuff. But to make a unique game that is your own, you need to at very least understand the codes so you can modify it to your own tastes. My whole work lately is to minimize coding by making pre-built assets. But you can't run from coding forever.
@@ReForgeMode Yes, I know that you can get packages from the asset store to minimize code, but I was referring to using Visual Scripting. So technically it's still coding. There are hardly any tutorials on UA-cam about using Visual Scripting in Unity to create 3D characters movements, combat systems, etc and I'm interested in learning Visual Scripting
@@kellowattentertainment Oh Visual Scripting? I could try to include VS in my future codes. Depends on how many people want that though. Visual Scripting is still coding after all.
@@ReForgeMode Yes, thank you. I'd like to know how the get the 3D character moving, jumping, double jumping, attacking (hand-to-hand or swords), etc using Visual Scripting instead of C#.
Some time ago, I did a little project where I needed to make a lot of UI animations. And it was... messy. So I created this plugin out of spite.
youre such a life saver i will follow u forever
Hehe... Glad I could help!
Useful feature and the Interpolation curve is also a great idea!
Glad I could help! I will probably develop this plugin even further. There are so many things I want to add into it
@@ReForgeMode If so and if there are more animation features added, maybe that's worth to have a paid asset on the asset store for it? Although one drawback I can see is that people will expect (continued) support for paid assets.
@@dreamisover9813 We'll see. I would probably go freemium: free one with limited functions, paid one for full.
And it will be maintained, but once the features are complete, I will stop adding it. I do intend to use this myself for my own projects, so it's a worthwhile endeavor.
Did you use a specific Tween library for coding this? Or stick to Lerp function of Unity ?
No, it's just regular Lerp. You can check it directly on the GitHub page and download the project yourself.
Nice !
Thank you!
This would be perfect for what I want to do with my game when I pick up items. Only problem is I use Game Creator 2, so no coding. If you've ever heard of it, maybe it's possible?
Well, I never used any visual programming plugins so I can't tell if it works or not. But if it has a custom script integration for custom nodes, it might be possible to put this into it.
Hi again. Could you please advise how to make export vrm of the character, with additional clothes so that they do not lose colors? If when exporting fbx file it is easy to specify and colors are saved, when exporting vrm, they not only become gray, but also transparent. I tried to create materials and make assignments. I even did some kind of uv mapping. It still exports translucent to vrm, and when I load it back into blender, the colors disappear even in blender. And this transparency, I can see through the outer walls of the inner walls of the object.
If you're using Mixamo animations, I highly recommend not to export your models at all. Just download the animation using their default model and use the animation from it in Unity.
If you want to export your VRM to Blender, there is a plugin in Blender for VRM files: github.com/saturday06/VRM-Addon-for-Blender
But if you want to export VRM from Unity, I'm afraid I don't have any experience doing that. But I know there are a lot of vtubing tutorials that show you how to do it.
@@ReForgeMode Well, as I understand it, transparency appeared to be related to "backface culling" and normals. It turns out that, unfortunately, blender can not immediately make beautiful at the touch of a button as it looks in the editor, you need additional steaming to polygons were visible in both sides.
Well, I figured it out, you could say, but for some reason, the material is not saved when exporting. The name is, and even if it is the simplest and exported through a plugin for vrm, it is stay by default gray in unity
I mean, the material itself is saved, the name there, as well as the fact that it is applied to each object on the character, but its settings, even the simplest color - reset.
Perhaps that is because Unity and Blender uses different render engine. Materials are driven by the shaders, and shaders do behave differently in different render engine, which is why it won't be saved.
may I know how to connect it to buttons?
Hello! It's supposed to be the same way as with other UI. You just need to adjust the position of the buttons in the Hierarchy
I love your channel, however, can you please teach us how to use Unity without coding. There are hardly any tutorials on UA-cam that do that. So you technically have a niche.
Thank you! I could try. There are many tools out there that you can get to minimize the amount of coding, like premade assets and stuff.
But to make a unique game that is your own, you need to at very least understand the codes so you can modify it to your own tastes.
My whole work lately is to minimize coding by making pre-built assets. But you can't run from coding forever.
@@ReForgeMode Yes, I know that you can get packages from the asset store to minimize code, but I was referring to using Visual Scripting. So technically it's still coding. There are hardly any tutorials on UA-cam about using Visual Scripting in Unity to create 3D characters movements, combat systems, etc and I'm interested in learning Visual Scripting
@@kellowattentertainment Oh Visual Scripting? I could try to include VS in my future codes. Depends on how many people want that though.
Visual Scripting is still coding after all.
@@ReForgeMode Yes, thank you. I'd like to know how the get the 3D character moving, jumping, double jumping, attacking (hand-to-hand or swords), etc using Visual Scripting instead of C#.
!!