https://i.ytimg.com/vi/wdOk5QXYC6Y/hqdefault.jpg
Use the Animator Controller to play and blend between animations of the beautiful Unity-Chan model from Unity Technologies Japan
– Music Composed By Stephen Lu
Donations are greatly appreciated: https://www.patreon.com/hibbygames?ty=h
Download Complete Project: https://www.dropbox.com/sh/owpqvag1mztev3b/AABBW6WF_sstlfZdtmCv1uH_a?dl=0
Asset I worked on: http://prf.hn/click/camref:1011lGrt/destination:https%3A%2F%2Fwww.assetstore.unity3d.com%2Fen%2F%23!%2Fcontent%2F44957
PART TWO: https://youtu.be/7NktwerZFro
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35 responses to “Unity 5 Tutorial – Animation Control”
I can see you applied specular map on your hair.
Mr. Hibberd, I would like to thank you for taking out time to teach us. I am from Humpback Games, and this will help me a lot. God bless you!
very very good!!!
it won't allow me to use inputH it wants me create a new var (i'm not saying inputH as in the script i'm saying the one in the cuz i hav that float in the animator i think might be that it wont allow me place an animator for anim).
You're hilarious. Thx for the tewt.
"bam"
Can you make a tutorial on how to make a working UI System for an FPS game? I am working on one and I am stuck on GUI
Great tutorial, it was really useful for me! I've also seen others at my uni using this video to understand animations in Unity! 🙂
forwards forwards forwards. it's in my mind now, it will be forever.
tu te fou avec des animation des gamin lol !!!
my English is pool,but I must say thank you very much, you make it so easy to understand!
how could i make a fire ball spell? do i need blender to design? Is there anyway to make fireball spell in blender and import into unity 3d. Sorry, i'm newbie.
mine works in the blend tree but not with the arrow keys . how to fix ?
i have a question if someone can help me
in the 8:19
we have declared a public variable so why we use getcomponent
that we already getting the animator from the public variable ????
an awesome tutorial
easy to understand and cool
the 15 minutes remembers me the android game my talking tom
its so simple
you are very smart and good man keep the best best best man
Thx mate!! You save me hard!! You are a F.Machine
float moveX = inputH*20f*Time.deltaTime;
float moveZ = inputV*50f*Time.deltaTime;
The 20f and 50f dont make any difference is walking speed. Ive tried 20000 and still walks at the exact same speed, how can we adjust this to actually work? Thanks
You hit the mouse harder than my maths grades dropped
Why are you smashing your mouse and keyboard?
This Tutol is old but useful yet…. Thanks Bro
This is a very simple and great tutorial.
Just a slight question, can the animations of a ready-made model be used for a custom model? If not, how can I enable the ready-made animations for the custom model I'm working on?
I cant find animator
Love that Incubus intro
forgot to set up run function return to WAIT00 whenever you stop moving? i mean inputV less 0.1, if you don't , whenever you stop running but still hold left shift she still keep running animation, another bug : she is moving during something like DAMAGE00 ( sorry bad English )
thank you
If your using mixamo charecters do not change the generic to humanoid
how do u make a character?
-_-
when i hold run and jump it wont jump (the animation)
How to make it so when you run (hold) and then press jump it doesnt go to run and doesnt skips jumping?
the codes didn't work
Thank you so much for this video! I learned quite a bit. You did a great presentation and I enjoyed watching and following your instruction.
Could you just do run = Input.GetKey(KeyCode.LeftShift)? Would make things cleaner IMO.
i seem to walk in place even though i froze xyz in rotation
what am i doing wrong? ahaha
anybody know?
Wouldn't this go under FixedUpdate so it Caps at 50 Fps??(Movement)
when I did the transitions between and walk it said the run parameter didn't exist.