I've been a game dev for almost 3 years now, and animation (specially 3D) has always been my Achilles' heel. I've found it complex and confusing most times to set up and use in Unity as I was always overwhelmed. Thank you Nicky, for starting your channel with animations videos. They have helped me to improve my animation skills significantly. Thank you, and I love your videos, please keep them coming !!
You have reached a maybe the highest level of perfection in video tutorials. The pace, the details, the pauses, all in perfect harmony not commonly seen.
That method of selecting the right arm and editing the curves at 13:25 is immensely useful, and I've never seen any other tutorials actually show how to customize animations like this. Thank you!
Absolutely loving the animation series. I've been learning so much about animations in Unity. Can't wait to see what other topics you'll cover in the future.
I found this channel recently and I was like: "Hey I didn't watch this one..." Then later "sure enough, it was released today!" Awesome job btw, stay awesome
Your videos are always perfect. Also thanks for all the timestamps; nothing makes me skip videos faster than when they're 30 minutes of looking at the Unity Editor with no way of distinguishing what's happening without watching the whole thing. Usually I don't need full tutorials, just how to do specific tasks, which is why I love this channel so much.
how do your videos not have a million views each, they are perfect. concise, detailed filled, easy to follow (with pictures and multiple examples, even some not-examples in later videos), and also easy to understand cadence to your voice. not too fast but not too slow that i want to skip or play at 2x speed.
Thank you so much for making these videos. I have watched your whole animation series and they are by far my favorite tutorials. Your videos are excellently paced and the way you highlight the panels you're working on makes it very easy to follow where other videos fly all over the place and skip steps. Thanks to you, I was able to turn a Unity animation that had me ripping my hair out in frustration into something that I can be very proud of. I'll share the link on your discord if you don't mind. Thank you again and please keep making more tutorials! :-)
As always, the quality of the tutorial is outstanding! You cover each feature so well that even someone with years of experience would still learn something new and to be honest, you make your tutorials so enjoyable to watch that I would take them over a Netflix show 😅. Keep up the good work, I look forward for your following videos
I know this a year old but it helped so much, I’m learning game dev and this gets me so excited. Being able to run a method in the animator is so cool to me, I can’t wait try it . It makes me just want to model and rig in blender and do all my animations in Unity just for the ability to call functions at the correct time! I can design my projectiles and set up emitters in Vice and then time it all inside the animation to call my script instead of trying to model in blender and call it
Great video, even though I've been using animations a while now, still learned some new stuff. Keep up the good work, one of the best tutorial series on youtube
@@iHeartGameDev can u help With how to make anim in whcih like 2 Bodies interact like Layer butchers enemies anim. How to do it properly like In that In which body we attach animation controller?
Really enjoying the content! I followed every episode! I was wondering if you could maybe combine a script that would actually make animations occur when you press keys! Keep it up Nicky!
Hello, I am using SWAT character animations from Mixamo and everything is working as expected. And its all animations are with pose with two hand gun. I am trying to a attach Two hand gun to character. What is the best approach for this? Please see SWAT character in Mixamo for better understanding of my situation. Thanks 🙂.
Love your videos, dude! You perfectionism and attention to detail are your best traits. Things like meticulously dividing every section of the video by subject and going over every single area of a given component's settings are what set you apart. Keep it up!
Damn. I'm so glad that I stumbled over your channel. Your tutorials are just soooo good. I've been using the animator so long and didn't know there were events or how to easily change animations with the specific bone selection. That will save me hours of my work time. Thank you very much. Going to binge watch your whole channel now. I hope you pump up the number of uploads 😅
As always, amazing tutorial! Thank you so much. Currently i'm struggling to understand how to use strings in animation events, do you have something in the topic?
Another astoundingly good video ! It's funny just last night I was messing around for the first time with Mixamo animations I imported into Unity. I was unsure if I could alter the animations with them being read-only, and then you cover it the next day lol. You produce such excellent content brother, keep up the good work!
I am doing a lot of work with 2D animations, all these concepts also can applied to that. Suggestion: explain something about how you can use all these concepts on 2D animations ;)
@@iHeartGameDev In your video all animation property names are like: mixamorig:Hips : position In my case it's like: swat : Animator.Chest Front Why this Animator word in my all properties? Please help and reply ASAP. I am trying to solve this problem from several days.
@@user-fo6cl1jd3k Yes, you are right. When using humanoid, all transform properties are changing to Animation properties and this creating all problems. While using generic type, everything working as expected.
Nice video especially if working with animations from mixamo and to edit them to fit your needs more. ! One thing i noticed that nearly no one talks about is a problem you get when using animation events with an animation tree/ animation blending ... that in some cases you skip the event frame and lose your event trigger frame ... lost relic made a video on how to handle 2d animations by code to overcome this problem but there is no real 3d tutorial on that ... for example if you have an animation that scales with speed , the faster you become the higher the probebility to lose your event trigger frame Sadge ....
@@iHeartGameDev well one thing that im interested is: In cutscenes, when you move limbs and stuff independently from animations. Also on another topic. Is there something similar to unreal's animation montages? I specifically ask cause I saw a tutorial where for wrestling animations the instructor did put both the thrower and the throwed characters in an animation montage and I would like to do something similar in unity. Where the animations for both characters are perfectly in sync. Or if you could suggest an in unity workflow for this that would be great.
Amazing video, as always. It would be possible to make some video where it would be shown how to properly add some weapon to both hands of some character from mixamo. I have been trying for some time and it seems to me that the way I try it is not entirely correct. I will be happy for any of your advice or answer. Stay awesome.
Hey Nicky, a series on the new Input System would be awesome. The system is confusing as heck, the manual doesn't help much. There's several different ways of accomplishing the same thing and little explanation to the benefits and drawbacks of each approach. There's seriously no decent resource for the Input System out there, at least not that I could find. It's either Unity's own manual which seems to have been written with the assumption that I already know the system, OR some short/outdated videos that don't even come close to illuminating this maze of madness that's the new input system.
I was told that if you're blending two animations, your animation events may not get executed reliably. Is this still true or has Unity fixed that already?
nice tutorial u got my subscribe. im working on my third person player animations, i use more than one layer one for rifle and the other is the standart locomotion. when i raise the weight from rifle layer they aim but with an offset by 10-20degrees to left look little bit weird, do u know this problem ? i think i can fix it in the transform section of the avatar mask settings but im not safe.
As someone who makes the animations by themselves inside the Unity engine, I've been meaning to ask this question for a while by now. Is it possible to get Root Motion working in the animations with my work flow? I've pondered this ever since I first made fully custom animations inside of the Unity engine.
I was wondering if Unity has a "PlayMontage" feature similar to Unreal Engine. I think it behaves like playing an animation to overwrite the state machine, but once the animation is over, the state machine is restored. How should I implement a similar feature in Unity.
Hi! When I am viewing a Mixamo animation from the animation window, it shows the animation of each body part as Animator.[bone name] instead of mixamorigs:[bone name]. This prevented me from filtering body parts from selection. Do you know what might have caused this? Thanks!
99.99% of below comments got a heart from Nicky.
That shows his humbleness🤗🤗🤗
I've been a game dev for almost 3 years now, and animation (specially 3D) has always been my Achilles' heel. I've found it complex and confusing most times to set up and use in Unity as I was always overwhelmed. Thank you Nicky, for starting your channel with animations videos. They have helped me to improve my animation skills significantly. Thank you, and I love your videos, please keep them coming !!
Actually he covered a lot from Unity's official documentation in single video. Great tutorial!
You have reached a maybe the highest level of perfection in video tutorials. The pace, the details, the pauses, all in perfect harmony not commonly seen.
I also provide some free characters and animation in case you want alternatives to Mixamo.
The fact that you cover ALL the possible options found in the UI is insane! Your content is wonderful! Keep up the good work!
Thank you for the kind words, Anderson!
Best Tutorials EVER NICKY!!!!!
Finally...I was waiting for it.
That method of selecting the right arm and editing the curves at 13:25 is immensely useful, and I've never seen any other tutorials actually show how to customize animations like this. Thank you!
Absolutely loving the animation series. I've been learning so much about animations in Unity. Can't wait to see what other topics you'll cover in the future.
I found this channel recently and I was like: "Hey I didn't watch this one..." Then later "sure enough, it was released today!"
Awesome job btw, stay awesome
AMAZING trick on how to make GUN-RECOIL more impact, love it so much !!!
Your videos are always perfect. Also thanks for all the timestamps; nothing makes me skip videos faster than when they're 30 minutes of looking at the Unity Editor with no way of distinguishing what's happening without watching the whole thing. Usually I don't need full tutorials, just how to do specific tasks, which is why I love this channel so much.
how do your videos not have a million views each, they are perfect.
concise, detailed filled, easy to follow (with pictures and multiple examples, even some not-examples in later videos), and also easy to understand cadence to your voice. not too fast but not too slow that i want to skip or play at 2x speed.
Thank you JonMcFluffy! :) Means a lot!
-Nicky
very complete explanation about animation window with great examples
The best tutorial I've seen, you tell the information in detail. Keep it up
this animation tutorials are so fucking awesome dude. i think most unity game dev youtubers never really covered these
Thank you so much for making these videos. I have watched your whole animation series and they are by far my favorite tutorials. Your videos are excellently paced and the way you highlight the panels you're working on makes it very easy to follow where other videos fly all over the place and skip steps. Thanks to you, I was able to turn a Unity animation that had me ripping my hair out in frustration into something that I can be very proud of. I'll share the link on your discord if you don't mind.
Thank you again and please keep making more tutorials! :-)
Man you have a talent for explaining things.. also you are very methodic and not leaving anything thing to be guessed.. thanks for your job
Another one brilliantly done!
As always, the quality of the tutorial is outstanding! You cover each feature so well that even someone with years of experience would still learn something new and to be honest, you make your tutorials so enjoyable to watch that I would take them over a Netflix show 😅. Keep up the good work, I look forward for your following videos
I know this a year old but it helped so much, I’m learning game dev and this gets me so excited. Being able to run a method in the animator is so cool to me, I can’t wait try it . It makes me just want to model and rig in blender and do all my animations in Unity just for the ability to call functions at the correct time! I can design my projectiles and set up emitters in Vice and then time it all inside the animation to call my script instead of trying to model in blender and call it
U re breaking down the whole game industry . You are a legend
Great video, even though I've been using animations a while now, still learned some new stuff. Keep up the good work, one of the best tutorial series on youtube
This is the best video on this topic. I was wondering if there was a way to have the animation include unity's particle system
thank you so much!
That really was excellent. Thanks so much for taking the time to put that together - great demonstration
This is gold. It is clear that u plan so much before making a video and it really pays off. Can’t thank u enough!
Thank you Hani!
Bro you are teaching very well everything going into mind Quickly and easily LOVE u bro👍👍
@@iHeartGameDev can u help With how to make anim in whcih like 2 Bodies interact like Layer butchers enemies anim. How to do it properly like In that In which body we attach animation controller?
This is so awesome!
Great tutorial! learned something new - and the examples in the end really have a good contrast between the original and the changed animation.
Really enjoying the content! I followed every episode! I was wondering if you could maybe combine a script that would actually make animations occur when you press keys! Keep it up Nicky!
you really nailed everything perfectly
Hello,
I am using SWAT character animations from Mixamo and everything is working as expected. And its all animations are with pose with two hand gun. I am trying to a attach Two hand gun to character. What is the best approach for this? Please see SWAT character in Mixamo for better understanding of my situation. Thanks 🙂.
Glad I've learnt something toady again.
Love your videos, dude! You perfectionism and attention to detail are your best traits. Things like meticulously dividing every section of the video by subject and going over every single area of a given component's settings are what set you apart. Keep it up!
Best animation videos ever seen on youtube.
So helpful for me, thank you so much :D
Happy to hear! Thanks for watching!
Great video! Can't wait to watch the next one. Have you already decided how many videos there will be in this animation series?
Love this tutorial! Thanks!!!!
Thanks for watching!!
Awesome...thanks!
your videos are helping a shit ton
As usually, Nicky dropped a very well explained video. Thanks alot
this tutorial are amazinggg. thankyouuu nicky!
What a gent! Thank you!
best tutorials for Unity on the web.
Thanks so much!
"For the Unity" - Steppenwolf, Justice League
Damn. I'm so glad that I stumbled over your channel. Your tutorials are just soooo good. I've been using the animator so long and didn't know there were events or how to easily change animations with the specific bone selection. That will save me hours of my work time. Thank you very much. Going to binge watch your whole channel now. I hope you pump up the number of uploads 😅
Always with so deep understanding and explanation of the topic. Thanks a ton man. Learned a lot from you.
This is amazing!! I ve learned so many new things with this video. Btw... did u see the ghost at 15:11 XD
High quality as always keep up the good work !
As always, amazing tutorial! Thank you so much. Currently i'm struggling to understand how to use strings in animation events, do you have something in the topic?
Thanks so much Flip!!
Another astoundingly good video ! It's funny just last night I was messing around for the first time with Mixamo animations I imported into Unity. I was unsure if I could alter the animations with them being read-only, and then you cover it the next day lol. You produce such excellent content brother, keep up the good work!
Absolutely amazing, thank you for making this
Thank you for all the effort you are putting in these tutorials. You are a good man.
I love your animation series, I have learned a lot. Thanks for preparing it!
severely underrated
Thank you Snout!!
Liked and subbed, great video and will love to see more in the future
After watching this amazing tutorial, I spent a few hours trying to simplify the code further. Thanks for the amazing tutorial, I always wanted to learn how to use the Blend Trees!
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Player_Script : MonoBehaviour
{
public Animator animator;
float velocityX = 0.0f;
float velocityZ = 0.0f;
[RangeAttribute(0, 10)] public float acceleration = 2.0f;
[RangeAttribute(0, -10)] public float deceleration = -2.0f;
public float maximumRunVelocity = 2.0f;
public float maximumWalkVelocity = 0.5f;
//Hash
int VelocityXHash;
int VelocityZHash;
// Start is called before the first frame update
void Start()
{
animator = GetComponent();
VelocityXHash = Animator.StringToHash("VelocityX");
VelocityZHash = Animator.StringToHash("VelocityZ");
}
// Update is called once per frame
void Update()
{
Movimentation();
UpdateAnimation();
}
void Movimentation()
{
bool runPressed = Input.GetKey(KeyCode.LeftShift);
float currentMaxVelocity = runPressed ? maximumRunVelocity : maximumWalkVelocity;
//Set foward and backward velocityZ
ChangeVelocity(KeyCode.W, ref velocityZ, currentMaxVelocity, false);
ChangeVelocity(KeyCode.S, ref velocityZ, currentMaxVelocity, true);
//Set left and rigth velocityX
ChangeVelocity(KeyCode.A, ref velocityX, currentMaxVelocity, true);
ChangeVelocity(KeyCode.D, ref velocityX, currentMaxVelocity, false);
}
void ChangeVelocity(KeyCode key, ref float axis, float currentMaxVelocity, bool invert)
{
//Foward and right
if (!invert)
{
if (Input.GetKey(key))
{
if (axis < currentMaxVelocity)
{
axis += Time.deltaTime * acceleration;
}
if (axis > currentMaxVelocity + 0.01f)
{
axis += Time.deltaTime * deceleration;
}
}
else
{
if (axis > 0.000f)
{
axis += Time.deltaTime * deceleration;
}
}
}
//Backward and left
else
{
if (Input.GetKey(key))
{
if (axis > -currentMaxVelocity)
{
axis -= Time.deltaTime * acceleration;
}
if (axis < -currentMaxVelocity + 0.01f)
{
axis -= Time.deltaTime * deceleration;
}
}
else
{
if (axis < -0.000f)
{
axis -= Time.deltaTime * deceleration;
}
}
}
}
void UpdateAnimation()
{
animator.SetFloat(VelocityZHash, velocityZ);
animator.SetFloat(VelocityXHash, velocityX);
}
}
Best content on UA-cam!
another awesome tutorial, i really like your way of making videos explaining about unity
Where's that video about IK and rigging ? really looking forward to see it :)
Love it! Another great animations tutorial!
Thanks alot for this man : )
Thanks for watching!
Amazingly detailed tutorials!
Another great tutorial! Love me some good animations. :)
Super cool
Finally . It's here
@@iHeartGameDev it really helpful for me
Another great video 🙂
Great video. It was very helpful
So good, thanks
Thanks for watching!!
Great tutorial.Thank you very much.😀👍🏻
Amazing tutorial !
I am doing a lot of work with 2D animations, all these concepts also can applied to that. Suggestion: explain something about how you can use all these concepts on 2D animations ;)
Filter by Selection not showing anything. Do you have any idea? Is this a bug or I am doing something wrong?
@@iHeartGameDev In your video all animation property names are like:
mixamorig:Hips : position
In my case it's like:
swat : Animator.Chest Front
Why this Animator word in my all properties? Please help and reply ASAP. I am trying to solve this problem from several days.
@@Only4GamersXyz Did you solve it? I have the same problem and I think it's because the animation's type is set to humanoid.
@@user-fo6cl1jd3k Yes, you are right. When using humanoid, all transform properties are changing to Animation properties and this creating all problems. While using generic type, everything working as expected.
@@Only4GamersXyz The problem is, I need the animations to be humanoid type because otherwise Unity won't let me use root motion :(
@@user-fo6cl1jd3k Ya, root motion is a really big headache for me also while using generic.
Nice video especially if working with animations from mixamo and to edit them to fit your needs more. !
One thing i noticed that nearly no one talks about is a problem you get when using animation events with an animation tree/ animation blending ... that in some cases you skip the event frame and lose your event trigger frame ... lost relic made a video on how to handle 2d animations by code to overcome this problem but there is no real 3d tutorial on that ... for example if you have an animation that scales with speed , the faster you become the higher the probebility to lose your event trigger frame Sadge ....
Bro you’re amazing. Can you do a tutorial for hit stops
Great stuff man
Thank you sir your video is really helpful
I really like your work! :)
Great job on the videos 👍
I love this dude
Great video!!! Are you gonna delve deeper onto the timeline??
@@iHeartGameDev well one thing that im interested is: In cutscenes, when you move limbs and stuff independently from animations. Also on another topic. Is there something similar to unreal's animation montages? I specifically ask cause I saw a tutorial where for wrestling animations the instructor did put both the thrower and the throwed characters in an animation montage and I would like to do something similar in unity. Where the animations for both characters are perfectly in sync. Or if you could suggest an in unity workflow for this that would be great.
Awesome channel!
Thanks so much!!
Great content! thanks!
Amazing video, as always. It would be possible to make some video where it would be shown how to properly add some weapon to both hands of some character from mixamo. I have been trying for some time and it seems to me that the way I try it is not entirely correct. I will be happy for any of your advice or answer.
Stay awesome.
Thank you!
Hey Nicky, a series on the new Input System would be awesome.
The system is confusing as heck, the manual doesn't help much. There's several different ways of accomplishing the same thing and little explanation to the benefits and drawbacks of each approach. There's seriously no decent resource for the Input System out there, at least not that I could find. It's either Unity's own manual which seems to have been written with the assumption that I already know the system, OR some short/outdated videos that don't even come close to illuminating this maze of madness that's the new input system.
@@iHeartGameDev Thanks! I will check it out.
Usefull info!
It is soooo good!!!
Thanks dudue!
I was told that if you're blending two animations, your animation events may not get executed reliably. Is this still true or has Unity fixed that already?
nice tutorial u got my subscribe. im working on my third person player animations, i use more than one layer one for rifle and the other is the standart locomotion. when i raise the weight from rifle layer they aim but with an offset by 10-20degrees to left look little bit weird, do u know this problem ? i think i can fix it in the transform section of the avatar mask settings but im not safe.
Amazing
I only ever dabbed with the animation tab to make a toggle for a weapon prop in vrchat. The prop just warps in hand, lol.
As someone who makes the animations by themselves inside the Unity engine, I've been meaning to ask this question for a while by now. Is it possible to get Root Motion working in the animations with my work flow? I've pondered this ever since I first made fully custom animations inside of the Unity engine.
I was wondering if Unity has a "PlayMontage" feature similar to Unreal Engine. I think it behaves like playing an animation to overwrite the state machine, but once the animation is over, the state machine is restored. How should I implement a similar feature in Unity.
Hi! When I am viewing a Mixamo animation from the animation window, it shows the animation of each body part as Animator.[bone name] instead of mixamorigs:[bone name]. This prevented me from filtering body parts from selection. Do you know what might have caused this? Thanks!
13:50 can this be done if the animation has been converted to humanoid? I'm getting some errors on the console while trying to rotate the bones 🤔
he's a bit weird, but he's got the spirit
bro you are many many good
Do you know what I'll need to learn in order to make like a level that never ends? Like subway surfers or temple run.