I might be a bit late since the video was uploaded, but this tutorial is a ream MASTERPIECE. The explanation is easy to understand even for a beginner like me.
In fact, that's exactly what I was looking for. I have several skeleton shooting rigs now, among others, the Gunman skeleton rig from Spine itself, 2 from professionell Spine animators and one mixed with these, based on your Astrid rig, but none of these had the idea of the two additional finger IKs and especially the ellbow transform constraint bone for limited aiming control. Genius! So, thanks for that! Still waiting for that Unity implementation course on how to build a tight character controller with your rigs.
this one is extremely cool! I cannot wait to try it out on my character and see how it goes, although I'm sure it'll be piece of cake, the way you explain is so nice and calm
Great ! But I have one question, at 15:25 bones are also visible in unity, how did you do this? when I am importing spine assets into unity and than drop on unity scene, there is no root and bones. Also I want to open animations in Unity dopesheet, but not frames are shown, maybe because that there is not bones. Please help.
This tutorial was incredibly helpful for me, I do have one question though: Do you know how to set up a constraint to make it so the weapon doesn't leave the hands if the cursor moves far away? I've been wondering if one could use a constraint similar to what is used to mask eyes, but I'm not certain if it will work. I'll respond to this if I find a solution myself. Thank you so much for these tutorials!
Hi there, quick question regarding using this approach in unity. Works with a little bug. When moving the target, the angle of the gun does not align with the position of the target. Moving it slightly (0.1 unit up/down) turns gun aim to sealing/ground. Any ideas what is going on?
Wow it's amazing tutorial. so if we did IK constraint we don't need make or wrap into mesh again? we just only put bone and adding Ik constraint,right?
Your animation is awesome! But It would be really nice if you can leave a link in description for prepared picture so new people (me) can learn to do animation according your experience. I know I can just screenshot then cut the picture in photoshop but its kinda hard for me. Also cutting pictures by my self gives not the same result if I compare it with yours. Thank you a lot ! ;)
How to use skin placeholder with PNG sequence? I'm thinking of using individual sequences, but it will be too much on the atlas. Do you have a solution for this?
Will you make any tutorial about how to prepare character to use in the game? such as how to define collisions, hitbox , bullet origin? I try to search on internet but never seen anyone do it before.
Hello! I like both 3d (blender) and 2d (after effects and spine), so it's very hard to choose what will be best for career. How much can spine animator earn? Is it well paid skill comparing to 3d animators-motion designers-modellers? Will be very grateful for help. Unfortunately it's hard to find time to learn all simultaneously (after effects, spine, blender). Future income comes to place here as a factor. Will be spine in demand in the future? Whats your thoughts? Spine is interesting to me because it is not so wide - you master in one technology in one direct way, while blender or after effects has lots of specializations to use (again hard to choose where to move here - modeling, motion graphics, character animation, vfx, post-production, game dev etc.). Want to know all of that but its not possible. Time is priceless.
Help! I bought your udemy tutorial. It was fantastic, a however I do hyper real figures and the faux 3d technique you show in your spine pro course isn't working on my hyper real art! I'm absolutely devastated. I see it's being done but the the "instructors" are either bad teachers or deliberately withholding information. I'm at my wits end over this
To be honest, I don't have much experience with hyper realistic art, but I'll try to help anyway. If I was animating very detailed or hyper realistic art, I'd need to create much more detailed meshes than cartoony art needs. Also, I probably wouldn't rely on Auto-Weights much, and use weights painting for most of the meshes. I'd use the same pseudo-3D rigging technique, but the meshes and weights will need to be adjusted in accordance with the art. I'm sure you've found the official Esoteric Software Twitch stream (Rigging the painting of an Elderly Lady - ua-cam.com/video/24kNQivHVVo/v-deo.html ). It might be long, but I highly recommend watching it anyway, since it shows the detailed process of creating complex meshes for realistic art. I really hope it helps!
Great tutorial, but this character is a pretty incompetent marksman. She's shooting from the hip. Her trigger hand should be near her ear and she should be looking down the barrel. Edit: i spoke too soon... Literally 10 seconds after I said that - 14:45
quality content like this really deserves millions of views and subscribers. keep it up! can't wait for the next tutorial
I might be a bit late since the video was uploaded, but this tutorial is a ream MASTERPIECE. The explanation is easy to understand even for a beginner like me.
You provide absolutely amazing content! Thank you and please keep up this amazing work..
Thank you so much! :)
15:26 so it’s possible to make a non linear animations in Spine? Overlap two animations? Would be cool to learn about it more
In fact, that's exactly what I was looking for. I have several skeleton shooting rigs now, among others, the Gunman skeleton rig from Spine itself, 2 from professionell Spine animators and one mixed with these, based on your Astrid rig, but none of these had the idea of the two additional finger IKs and especially the ellbow transform constraint bone for limited aiming control. Genius! So, thanks for that! Still waiting for that Unity implementation course on how to build a tight character controller with your rigs.
I was waiting for it eagerly. Thank you
Hope you like it! :)
@@ThinkCitric no doubt I like it so much ... And it is the exactly that I want...
Love this one. Can’t wait to try it
the best tutorial, so simple and straight on point :)
this one is extremely cool! I cannot wait to try it out on my character and see how it goes, although I'm sure it'll be piece of cake, the way you explain is so nice and calm
I'm very excited to hear that you liked it! :))
And also, thanks for all those cool ideas for the next videos!
Perfect tutorial! Thank you so much.
BEST TUTERIAL IN THE WORLD
Thank you for the tutorial , It help me ALOT!! :D
I will study this so hard! Now its the time for me to learn those transform constraints!
Thank you for the wisdom maam..
Nice tutorial, thanks for sharing. :)
Thanks for watching! :) Glad it was useful!
i love your tutorial thanks a lot ! more more !
Great ! But I have one question, at 15:25 bones are also visible in unity, how did you do this? when I am importing spine assets into unity and than drop on unity scene, there is no root and bones. Also I want to open animations in Unity dopesheet, but not frames are shown, maybe because that there is not bones. Please help.
can you show how to setup the target aiming in unity please?
Muito bom, obrigado. Estou fazendo o seu curso da Udemy e as aulas aqui também tem ajudado.
i have got a course, but this is so good with aim :D
can you plz show me how do you cut hand parts for looking natural while animation?
This tutorial was incredibly helpful for me, I do have one question though: Do you know how to set up a constraint to make it so the weapon doesn't leave the hands if the cursor moves far away? I've been wondering if one could use a constraint similar to what is used to mask eyes, but I'm not certain if it will work. I'll respond to this if I find a solution myself. Thank you so much for these tutorials!
Hi there, quick question regarding using this approach in unity. Works with a little bug. When moving the target, the angle of the gun does not align with the position of the target. Moving it slightly (0.1 unit up/down) turns gun aim to sealing/ground. Any ideas what is going on?
Solved. I removed the target SkeletonUtilityBone in Unity and added it again.
Wow it's amazing tutorial. so if we did IK constraint we don't need make or wrap into mesh again? we just only put bone and adding Ik constraint,right?
Your animation is awesome! But It would be really nice if you can leave a link in description for prepared picture so new people (me) can learn to do animation according your experience. I know I can just screenshot then cut the picture in photoshop but its kinda hard for me. Also cutting pictures by my self gives not the same result if I compare it with yours. Thank you a lot ! ;)
How to use skin placeholder with PNG sequence?
I'm thinking of using individual sequences, but it will be too much on the atlas. Do you have a solution for this?
Just wow, That's called single bone control animation. Thanks a lot.
Will you make any tutorial about how to prepare character to use in the game? such as how to define collisions, hitbox , bullet origin? I try to search on internet but never seen anyone do it before.
now... implement in unity please ?
Thank you! very hot topic.
Glad you liked it! :)
do you use ps or other software for character design?.. how should the back hand look like?
subbed :)
i hope you can make a version with up arrow and down arrow to aim diagonally
You are my savior
amazing how can i get these kind of files for rigging and animation practise purpose
how to export aim animation alone from spine. Because i am not getting this in unity. Can you guide me
hi, I really like your tutorial.
Hello! I like both 3d (blender) and 2d (after effects and spine), so it's very hard to choose what will be best for career. How much can spine animator earn? Is it well paid skill comparing to 3d animators-motion designers-modellers? Will be very grateful for help. Unfortunately it's hard to find time to learn all simultaneously (after effects, spine, blender). Future income comes to place here as a factor. Will be spine in demand in the future? Whats your thoughts? Spine is interesting to me because it is not so wide - you master in one technology in one direct way, while blender or after effects has lots of specializations to use (again hard to choose where to move here - modeling, motion graphics, character animation, vfx, post-production, game dev etc.). Want to know all of that but its not possible. Time is priceless.
how do we use the aim constraint in unity
What is the code of SkeletorUnitiyBone
Хороший урок, спасибо )
Hello ! Thnks for the good tutorial. Please can you provide the unity scripts please
Please make a video focusing in unity, mixing tracks and calling events . The info provided by esoteric its very poor.
Why not go "all-in" and jump to 3D? Animating bones would feel very familiar and with 3D you have more game genres available.
Can you make another spine pro tutorial? (on udemy)
Help! I bought your udemy tutorial. It was fantastic, a however I do hyper real figures and the faux 3d technique you show in your spine pro course isn't working on my hyper real art! I'm absolutely devastated. I see it's being done but the the "instructors" are either bad teachers or deliberately withholding information.
I'm at my wits end over this
To be honest, I don't have much experience with hyper realistic art, but I'll try to help anyway. If I was animating very detailed or hyper realistic art, I'd need to create much more detailed meshes than cartoony art needs. Also, I probably wouldn't rely on Auto-Weights much, and use weights painting for most of the meshes. I'd use the same pseudo-3D rigging technique, but the meshes and weights will need to be adjusted in accordance with the art.
I'm sure you've found the official Esoteric Software Twitch stream (Rigging the painting of an Elderly Lady - ua-cam.com/video/24kNQivHVVo/v-deo.html ). It might be long, but I highly recommend watching it anyway, since it shows the detailed process of creating complex meshes for realistic art.
I really hope it helps!
👉aim of rockets? 🤔
Great tutorial, but this character is a pretty incompetent marksman. She's shooting from the hip. Her trigger hand should be near her ear and she should be looking down the barrel.
Edit: i spoke too soon... Literally 10 seconds after I said that - 14:45
This is how I know who didn't watch the tutorial 'till the end :)