I love this kind of tutorials, I don't care how basic they are or if I already know all of it, makes me feel that Unity still wants to make games and not just movies
As a game dev, even i know these things i would love that Unity keeps uploading videos like this. Maybe there are small things i've missed and i am clearly open for learning and improving. Because i always say, i don't know everything.
For those in the comment section complaining Unity's needs to update the animation system, they have been on the forums explaining the massive update for the animation system they are working on for a few weeks now. Talking with devs, community members, and getting feedback. Go to the animation forums and look for the giant post by the new animation team. I understand Unity has made a lot of mistakes, but at least don't try to ignore the fact the developers that work and code on the engine itself are actually trying to help make it better. That is just spitting in the face of devs that are working hard to help the community and user base out.
@@JendelaMalam-gb9qy UA-cam keeps deleting my comments with the links sadly. To find it go to Unity forums and go to the animation section. Near the top of the pinned animation forums is one called Animation Status Update (Q2 2024) posted by Unity employee Chinny. He laid out a nice start of a thread about what they have been working on, what they are currently working on, and what they want to do next. Like a very long in depth post for explanation.
Ok good to hear. Was about to comment exactly that frustation about another showcase of the old (not gold) animations system I really don't like. I can recommend UMotion at least for the part of In-Editor animation creation. For the animation state tree I have no asset I can suggest.
@@barbarusonlineAh so good news about that too. They already announce the start of a new state tree system that will make hooking animation tress states into AI code states easier. So making state machine based character controllers will be a lot simpler. For more detailed information Unity has been fusing DOTS and GameObjects behind the scene for the past two years. GameObjects will soon have a DOTS Entity linked to them. This allows Transform, some physics, animation, the new terrain system coming out next, and more to have the performance of DOTS by default while letting us continue to code like we normally have been on a monobehavior. So literally a performance improvement with nothing needing to be done by devs for the most part. The new animation system is being built on this new GameObject-Entity link layer to maximize performance for animations. Do note URP already has some of the Entity link stuff in it for Unity 6 current publicly available version. The new GPU Resident Render uses the HybridGroupBatching that runs on DOTS behind the scenes. So some packages already have some of these features released for people to try. The Input System already has a branch to prepare for the .Net 8 update that is public to see. You can go to Unity's Input System repo on GitHub and there is a branch for preparing for CoreCLR. People may think the CoreCLR and Entity updates are far off, but they already have public branches that is being worked on with those updates. There is a new Terrain System coming built on this system and Unity already mentioned that in a video that was recorded during GDC. It is on the channel already. It mentions the Animation, Terrain, .Net update to CoreCLR and GameObject-Entity link system if you want to check it out. Hope this detailed response helps anyone out. If you got any questions I can try to answer them as best as I can as long as it doesn't break any NDA I have signed. Just remember some information may change in the next month or six weeks while it is being locked down for final feature needs for the first release of some stuff.
Thank you for this tutorial! I really enjoyed the pacing and every step was clearly explained without taking longer than needed. I would love more tutorials like this! 😊
One thing I figured out a while back just how important it is to always create your Humanoid avatars from base T-pose characters. Then assign the same avatar to each imported animation you'll get way better results. There's not many tutorials explaining this little detail.
I have learned most of these tips and techniques from Jason Weimann, Code Monkey, iHeartGameDev,... and other good YT Channels... Nevertheless it is great to have this reference info from Unity Technologies themselves in UA-cam Thank You!
Very high quality, would love an in depth lesson on the challenging aspects of creating game mechanics with physics - going up slopes, moving platforms, steps, fast-paced combat. 2D and 3D. If anyone is an expert in physics in Unity reach out to me I will likely pay you for tutoring.
Thank you so much for the tutorial... I was wondering if the scene you used in the video is available for download. It would be helpful to follow along with the same assets
Layers and blend trees should have been first. I wouldn't even mention Rigging, it's just going to frustrate new people. I stopped using it entirely. it never works when I need it for something. I had to do my own procedural animations in Late Update.
The problem with modyfing is that after you record animation it records with those override and you need to keep them in root which is no sense if you have different models, what I suggest to unity is add to Animation rigging package a functionality to Bake modified clip to a new anim file without extra gameobjects. Look at FinalIK asset.
Help! İ downloaded unity hub and it asked me to install an editor and i selected 2021 version it been 4 - 5 hours and it dont installed how can i fix it
How would you do idle variations? The ones that play a different idle pose when idle starts. Similarly, how to do animation variations in general, for example on jump, once in a while do a front flip etc ?
@@bonzero that's calling animation manually/on demand. BUT, what about automatic idle switching, besides, you also would need to set and know timeouts/animation duration if you are going to be controlling randomization of animations from scripts.
@@dbweb.creative there’s many settings.. you dont need to control anything other than changing a random value every once in a while and the controller will do its thing.. waiting for animation to finish.. blend animations etc..
I really like how this video presents a lot of the necessary steps for getting animations into the game and even explains details like the root motion toggles. But! The workflow presented and the result are too janky. The final animation looks extremely robotic, bad example. The workflow of copying an animation clip out of an fbx and modifying it breaks the ability to update with another fbx, not up to professional standards :(.
I made another comment on the video talking about a major animation system over haul that Unity employees announced and mentioned in one of their roadmap videos. There is a forum post on Unity's forums, in their animation sub section, called Animation Status Update (Q2 2024) posted by Unity employee Chinny. They did a break down of new things they are adding, what they plan to support for legacy to help people migrate, and are taking feedback and request for new features to add. Stuff like their new Motion Matching, very heavily updated State Machine tools editor, Animation Swapping, Animation Events, and a tool for Animation Management to make controlling the library of animations easier for all users.
You can use the info in this video to do that... Is like asking: what about running animations? 6:31 Create a layer for the face animations. 5:35 Add the animations and use code to control when they play. OR you can use a blend tree too 9:05
That creature had 6 Years of failure, he made all AAA games, every single one was failure. All of his industry standard tools failed to make a successful game. Oh god my game look AAA, why i don't get sales? That tiny brain animal Don't know, with great power comes great responsibility. As industry artist use his tool to make Top notch games, he thinks he can do that too,"yeah, I can make GTA 6" - he said. But his underdeveloped brain is so tiny to process common sense. That realistic, nanite, lumen, that what he chase like a mirrage. That creature check every unity video, if unity got something that can harm his job. No, he made a wise comment about animation rigging, cause his tool has better solution and he already made billions using that groundbreaking tool. Now he dominates in his dreams, even though he still broke 😮
this is cool and everything, but the simple fact is this: y'all made humanoid a thing and yet you do not have anything native to let other people create humanoid animations having us rely on the asset store to get stuff that should've been integrated into the engine
They announced a new Terrain and Animation overhaul in a video couple months ago. They have a massive forum post by Unity employee Chinny going over the Animation Side of things for new features on their Animation sub forum section on Unity forums. They are also taking requests for new features and feedback to improve other areas. I would highly advise going their for animation feedback and to request any feature you want.
Think they are lol. They have been on the forums explaining the massive update for the animation system they are working on for a few weeks now. Talking with devs, community members, and getting feedback. Go to the animation forums and look for the giant post by the new animation team.
There is a sample pack that could be being worked on for Animations with the new Unity Animation system. Don't know what all it could be in, but they probably release it either beside the new Animation update that overhauls the Animation system or shortly after it just be able to focus on getting the first release nice and clean. Please note I said could be coming. Unity has had a lot of internal discussion about making sample packs by the looks of it. Example The Graphics team made new sample packs for ready for production shaders like snow, moss, rock details, sand, and more that was released last week. They also released a set of texture to go along with them and several and I mean several VFX Graphs Systems to help out users. They are also working on more samples and ready to use assets, but I don't know what all is coming first or when. Sorry for not being able to give a timeline on this topic.
@@8BitsPerPlay That sounds great. I hope Unity doesn't abandon the products it developed with a sudden decision. This is something Unity does frequently. I'm happy to see the Unity engine develop further. But Still, I can't compare it to Unreal.
@@batnikelam-mavzer443 Nah by the looks of it and the fact they made a lot of blogs and videos about the new updates coming I think it will be there new long term solution. Unity found a way to link GameObjects with an Entity in DOTs. So now normal game objects behind the scenes code can use DOTs high performance features without devs having to code anything new. A lot of the current methods are now being converted by Unity to just use DOTs by default vastly making it faster. The new Terrain System and the new Animation Overhauls are two of the first features being built on the new GameObject-Entity stack. They can't abandon it now that it is their new by default way to do things coming soon. By what I can tell GameObjects bone structures will be a lot better performance and bigger Terrains will load a lot faster. My only issue with using Unreal Engine is some questionable processing behind the scenes Unreal does to get a stable framerate. If you are not using any type of Upscaling you won't be able to get 4k games or even 2k games when using Lumen and Nanite. Cool technology, but the performance is becoming more and more of a problem the further it goes into people actual production environment. I am really glad Unity actually decided to take a while and find a way to have performance by default with no extra setting requirements, no extra code for us to use, and the fact most API will just perfectly work with the new systems so no refactoring for the most part is nice. For reference URP and the Input System have branches with CoreCLR preparation upgrades on GitHUb that are public and the URP GPU Resident Drawer already works right now for Unity newest versions. My guess is by the end of this year Unity will pull an AMD and show off a game change for performance like when Ryzen was announced to fight Intel's CPU.
I love this kind of tutorials, I don't care how basic they are or if I already know all of it, makes me feel that Unity still wants to make games and not just movies
Yes it's a good refresher after a break. The e-book is much more extensive so hopefully people aren't ignoring that.
Cut-scenes have to come from somewhere.
Official Unity tutorial are almost always awesome, and this guy in particular is my favorite. Nice job.
This is Probably the best Animation tutorial i've ever seen since 2013.
As a game dev, even i know these things i would love that Unity keeps uploading videos like this. Maybe there are small things i've missed and i am clearly open for learning and improving. Because i always say, i don't know everything.
For those in the comment section complaining Unity's needs to update the animation system, they have been on the forums explaining the massive update for the animation system they are working on for a few weeks now. Talking with devs, community members, and getting feedback. Go to the animation forums and look for the giant post by the new animation team.
I understand Unity has made a lot of mistakes, but at least don't try to ignore the fact the developers that work and code on the engine itself are actually trying to help make it better. That is just spitting in the face of devs that are working hard to help the community and user base out.
plz can you provide us with this post, thanks
@@JendelaMalam-gb9qy UA-cam keeps deleting my comments with the links sadly.
To find it go to Unity forums and go to the animation section. Near the top of the pinned animation forums is one called Animation Status Update (Q2 2024) posted by Unity employee Chinny.
He laid out a nice start of a thread about what they have been working on, what they are currently working on, and what they want to do next.
Like a very long in depth post for explanation.
Ok good to hear. Was about to comment exactly that frustation about another showcase of the old (not gold) animations system I really don't like. I can recommend UMotion at least for the part of In-Editor animation creation. For the animation state tree I have no asset I can suggest.
@@barbarusonlineAh so good news about that too. They already announce the start of a new state tree system that will make hooking animation tress states into AI code states easier. So making state machine based character controllers will be a lot simpler.
For more detailed information Unity has been fusing DOTS and GameObjects behind the scene for the past two years. GameObjects will soon have a DOTS Entity linked to them. This allows Transform, some physics, animation, the new terrain system coming out next, and more to have the performance of DOTS by default while letting us continue to code like we normally have been on a monobehavior. So literally a performance improvement with nothing needing to be done by devs for the most part.
The new animation system is being built on this new GameObject-Entity link layer to maximize performance for animations. Do note URP already has some of the Entity link stuff in it for Unity 6 current publicly available version. The new GPU Resident Render uses the HybridGroupBatching that runs on DOTS behind the scenes. So some packages already have some of these features released for people to try. The Input System already has a branch to prepare for the .Net 8 update that is public to see. You can go to Unity's Input System repo on GitHub and there is a branch for preparing for CoreCLR. People may think the CoreCLR and Entity updates are far off, but they already have public branches that is being worked on with those updates.
There is a new Terrain System coming built on this system and Unity already mentioned that in a video that was recorded during GDC. It is on the channel already. It mentions the Animation, Terrain, .Net update to CoreCLR and GameObject-Entity link system if you want to check it out.
Hope this detailed response helps anyone out. If you got any questions I can try to answer them as best as I can as long as it doesn't break any NDA I have signed. Just remember some information may change in the next month or six weeks while it is being locked down for final feature needs for the first release of some stuff.
And I mean it's still usable system and far better than what they have in Godot
Thank you for this tutorial!
I really enjoyed the pacing and every step was clearly explained without taking longer than needed.
I would love more tutorials like this! 😊
Nice stuff!
I like how this tutorial compiles features that were scattered on others 10 animations tutorials before.
Thanks very much!
Awesome guide of Animations. Thanks alot Unity. It makes us feel awesome. ❤❤❤❤❤❤
amazing video, packed with useful information i didnt know, gonna refer to this tutorial a lot in the future, thanks a lot
Useful and well made ! Thanks
Thank you!! this is beyond useful!
Thank you unity you are a very beginner friendly engine absolutely...thank you so much it was very helpful......
Thank you, I needed this
Great video! So many useful tips
One thing I figured out a while back just how important it is to always create your Humanoid avatars from base T-pose characters.
Then assign the same avatar to each imported animation you'll get way better results. There's not many tutorials explaining this little detail.
Nice lesson , thanks for you job❤
I have learned most of these tips and techniques from Jason Weimann, Code Monkey, iHeartGameDev,... and other good YT Channels... Nevertheless it is great to have this reference info from Unity Technologies themselves in UA-cam
Thank You!
Thanks.... The duplicating the animation was. a GEM !!!!!!!!
Love the tutorial.Keep on the good work
Very high quality, would love an in depth lesson on the challenging aspects of creating game mechanics with physics - going up slopes, moving platforms, steps, fast-paced combat. 2D and 3D. If anyone is an expert in physics in Unity reach out to me I will likely pay you for tutoring.
Awesome content. Thanks!
Useful and to the point 👌
pretty useful thank you
Fantastic job!
Great tutorial
Thank you so much for the tutorial... I was wondering if the scene you used in the video is available for download. It would be helpful to follow along with the same assets
also upload your model to mixamo before downloading the animations if you get weird deformations when trying to apply the animation in unity
Thank you
awesome stuff
That's a cool video, should have been done a decade ago.
Does anyone know any other place to get animations other than mixamo?
Layers and blend trees should have been first. I wouldn't even mention Rigging, it's just going to frustrate new people. I stopped using it entirely. it never works when I need it for something. I had to do my own procedural animations in Late Update.
The problem with modyfing is that after you record animation it records with those override and you need to keep them in root which is no sense if you have different models, what I suggest to unity is add to Animation rigging package a functionality to Bake modified clip to a new anim file without extra gameobjects. Look at FinalIK asset.
Is that Pete Jepson?
yes
Does it work on humanoid animation types? Humanoid rig and not generic.
Yep
A very important piece of information in this video is that you can set an avatar for each animation separately, isn’t that true?
Help! İ downloaded unity hub and it asked me to install an editor and i selected 2021 version it been 4 - 5 hours and it dont installed how can i fix it
How would you do idle variations? The ones that play a different idle pose when idle starts. Similarly, how to do animation variations in general, for example on jump, once in a while do a front flip etc ?
check the ebook, you can randomize a value to send to the animation controller and this one pick one animation or another..for example
@@bonzero that's calling animation manually/on demand. BUT, what about automatic idle switching, besides, you also would need to set and know timeouts/animation duration if you are going to be controlling randomization of animations from scripts.
@@dbweb.creative there’s many settings.. you dont need to control anything other than changing a random value every once in a while and the controller will do its thing.. waiting for animation to finish.. blend animations etc..
@@dbweb.creative Do you want Unity to read your mind?
That white toolbar is annoying, once you see it you can't unsee it. please update the UI to look more advanced
Why is my character attacking twice? I don't have it on loop? And why can i only rotate my character, not walk? I have followed everything?
I really like how this video presents a lot of the necessary steps for getting animations into the game and even explains details like the root motion toggles. But! The workflow presented and the result are too janky.
The final animation looks extremely robotic, bad example. The workflow of copying an animation clip out of an fbx and modifying it breaks the ability to update with another fbx, not up to professional standards :(.
Cant download the ebook through the given link.
it seems to work, can you try again?
It's amazing how reliant the indie scene is on Mixamo, a service Adobe could shut down any minute haha
please update animation moudle, update editor update function,make unity better
I made another comment on the video talking about a major animation system over haul that Unity employees announced and mentioned in one of their roadmap videos. There is a forum post on Unity's forums, in their animation sub section, called Animation Status Update (Q2 2024) posted by Unity employee Chinny. They did a break down of new things they are adding, what they plan to support for legacy to help people migrate, and are taking feedback and request for new features to add.
Stuff like their new Motion Matching, very heavily updated State Machine tools editor, Animation Swapping, Animation Events, and a tool for Animation Management to make controlling the library of animations easier for all users.
What about facial animations?
You can use the info in this video to do that... Is like asking: what about running animations?
6:31 Create a layer for the face animations.
5:35 Add the animations and use code to control when they play. OR you can use a blend tree too 9:05
we need better animation system!
Someone is jealous ..
Lol😂
What? I did not understand
@@shikhermyv they released it 30 minutes after epic games released the motion matching sample for unreal engine 😂
That creature had 6 Years of failure, he made all AAA games, every single one was failure. All of his industry standard tools failed to make a successful game. Oh god my game look AAA, why i don't get sales? That tiny brain animal Don't know, with great power comes great responsibility. As industry artist use his tool to make Top notch games, he thinks he can do that too,"yeah, I can make GTA 6" - he said. But his underdeveloped brain is so tiny to process common sense. That realistic, nanite, lumen, that what he chase like a mirrage. That creature check every unity video, if unity got something that can harm his job. No, he made a wise comment about animation rigging, cause his tool has better solution and he already made billions using that groundbreaking tool. Now he dominates in his dreams, even though he still broke 😮
Ok. Makes sense, hope unity improves their animation system.
it's a cool tutorial, but maybe you should take your time to explain XD you know...
this is cool and everything, but the simple fact is this: y'all made humanoid a thing and yet you do not have anything native to let other people create humanoid animations having us rely on the asset store to get stuff that should've been integrated into the engine
You can make animations in unity
@@bonzero reread what i posted before you make your comment to better understand what im talking about
@@Smash_ter I don't think you understand what you're talking about
@@MDLeide and i dont think you understand how difficult animating a humanoid rig in engine from scratch can get without UMotion Pro or Very Animation.
The engine needs a major update
terrain
animation
And everything
whats the problem with animation? the system that unity uses works perfect
@@pedroduran8927 it is lacking a lot of features
They announced a new Terrain and Animation overhaul in a video couple months ago. They have a massive forum post by Unity employee Chinny going over the Animation Side of things for new features on their Animation sub forum section on Unity forums.
They are also taking requests for new features and feedback to improve other areas. I would highly advise going their for animation feedback and to request any feature you want.
31 minutes and 561 views?!, Unity falling off!?
for some time now...
Unreal Engine posting motion matching feature videos and you doing this? I hope you regret canceling kinematica.
Think they are lol. They have been on the forums explaining the massive update for the animation system they are working on for a few weeks now. Talking with devs, community members, and getting feedback. Go to the animation forums and look for the giant post by the new animation team.
Unreal Engine 5 is still ahead of Unity
and?
I'm do love the Jesus of Israel 🇮🇱❤️👑
This Palestine wrong Palestine wrong Palestine wrong
Nothing new to know......? , grow up Unity you are in top of your own place...!
Have you seen Unreal's 500 AAA Quality Motion Matching Animation Package For Free ?
You Can Do Better Than This Unity!
Just Work Harder!
There is a sample pack that could be being worked on for Animations with the new Unity Animation system. Don't know what all it could be in, but they probably release it either beside the new Animation update that overhauls the Animation system or shortly after it just be able to focus on getting the first release nice and clean.
Please note I said could be coming. Unity has had a lot of internal discussion about making sample packs by the looks of it. Example The Graphics team made new sample packs for ready for production shaders like snow, moss, rock details, sand, and more that was released last week. They also released a set of texture to go along with them and several and I mean several VFX Graphs Systems to help out users. They are also working on more samples and ready to use assets, but I don't know what all is coming first or when.
Sorry for not being able to give a timeline on this topic.
@@8BitsPerPlay That sounds great. I hope Unity doesn't abandon the products it developed with a sudden decision. This is something Unity does frequently. I'm happy to see the Unity engine develop further. But Still, I can't compare it to Unreal.
@@batnikelam-mavzer443 Nah by the looks of it and the fact they made a lot of blogs and videos about the new updates coming I think it will be there new long term solution. Unity found a way to link GameObjects with an Entity in DOTs. So now normal game objects behind the scenes code can use DOTs high performance features without devs having to code anything new. A lot of the current methods are now being converted by Unity to just use DOTs by default vastly making it faster.
The new Terrain System and the new Animation Overhauls are two of the first features being built on the new GameObject-Entity stack. They can't abandon it now that it is their new by default way to do things coming soon. By what I can tell GameObjects bone structures will be a lot better performance and bigger Terrains will load a lot faster.
My only issue with using Unreal Engine is some questionable processing behind the scenes Unreal does to get a stable framerate. If you are not using any type of Upscaling you won't be able to get 4k games or even 2k games when using Lumen and Nanite. Cool technology, but the performance is becoming more and more of a problem the further it goes into people actual production environment.
I am really glad Unity actually decided to take a while and find a way to have performance by default with no extra setting requirements, no extra code for us to use, and the fact most API will just perfectly work with the new systems so no refactoring for the most part is nice. For reference URP and the Input System have branches with CoreCLR preparation upgrades on GitHUb that are public and the URP GPU Resident Drawer already works right now for Unity newest versions. My guess is by the end of this year Unity will pull an AMD and show off a game change for performance like when Ryzen was announced to fight Intel's CPU.
Please bring Unity to mobile for free please (MY ONLY DREAM IS TO MAKE A GAME, HELP ME FULFILL MY DREAM PLEASE🙏🙏🙏🙏🙏🙏🙏🙏🙏🙏🙏🙏🙏🙏🙏🙏🙏🙏🙏🙏🙏🙏🙏🙏🙏🙏🙏🙏🙏🙏🙏🙏🙏)