I just created a stylized eye like palworld. Ty so much
@usercontent21122 күн бұрын
Awesome tut. Ty so much!
@hellfim4 күн бұрын
Thank you for the tutorial, sir! Is there any chance you would make a constraints tutorial on how to make a 3 bone insect leg in Unity? I do see there is no built-in 3 bone ik constraint, but I guess it should be doable with some combination of two-bone constraints/multi-parent constraints.
@TechHamlin3 күн бұрын
I might do actually! I’ve been thinking about it, but I can’t promise anything or when atm 🙂👍
@GameDevBox6 күн бұрын
Thank you! You really showcased the chainIK the best possible way,! I had a question, I'm doing tree chopping similar to the forest, I implement it with multi constraint to rotate the spines so it always hit the same spot but can I use the chainIK to change the way of hitting the tree? Is it good for arms and how they behave?
@TechHamlin6 күн бұрын
interesting question! Hmmm... You probably want to have some kind of script first just dealing with one collider, then when chopping done, it convert the tree to two colliders. then finally the falling tree part is swapped out to the colliders representing the pieces. Thats just a quick thought about it, Dont think you should use any rigging for that. But!! if you can, share your progress, sound interesting! good luck
@ronigleydsonvilasnovas80677 күн бұрын
shaders are always so simple and complex at the same time. That said, I'm looking forward to part 2
@TechHamlin7 күн бұрын
Totally agree! simple yet complicated! And super fun 😀
@jacksonsmollen457514 күн бұрын
This is epic
@TechHamlin14 күн бұрын
Im glad you like it!!
@jacksonsmollen457514 күн бұрын
Can u have animation with dampped bones like if I have a shrimp body that’s damped and under its body I have it’s legs animating but there connect to the damped bones? Will it mess up
@TechHamlin14 күн бұрын
So lets say you have bone01 damped transform. If you have ten legs that have bone01 as parent. If you only! animate the ten legs and not doing any animation (no keys) on bone01, That should work! Because you only happen to animate the rotations on those 10 legs. Sounds interesting! Good luck with that 🙂
@RoxGame16 күн бұрын
This channel deserves more subscribers as it truly has excellent content. Thank you.
@TechHamlin14 күн бұрын
Im happy you like it! What is the content you like the most?
@RoxGame14 күн бұрын
@@TechHamlin I appreciate all of your ideas, but if I had to choose, I would opt for the ones related to shaders, similar to this video.
@HygorBuss-Urocultura20 күн бұрын
Thanks for that!
@TechHamlin17 күн бұрын
You are welcome 🙂
@edit.r4k21 күн бұрын
this is so cool!
@nobisstudio849728 күн бұрын
I trying to creat third person gun machines like holding gun and looking aim up and down with IK animation rig but it's not working pls make video on it😊
@TechHamlin28 күн бұрын
There is some good ones online. check out code monkey! He does a lot of good stuff! Good luck! :-)
@user-Drak28 күн бұрын
These animations are genuinely good definitely underrated
@TechHamlin28 күн бұрын
Makes me happy to hear!
@RoxGameАй бұрын
Interesting, I like the idea. I wonder if it performs well on mobile devices.
@TechHamlinАй бұрын
Try it and let me know, I wonder too.
@_anna_zouАй бұрын
Hello! If I needed this to work on a non-square texture what nodes would I need to add/change?
@TechHamlinАй бұрын
Hello! So at time 3.00 in video, you have an integer node. that is put into vector2 right. So make a vector 2 instead, and if you have a textur with aspect ratio lets say 1.6:1 in ratio, then do 1.6 times integer in vector2.x. and then 1 times integer in vector2.y. and put that vecto2 node into multiply. I haven't tried this, but that should point you in the right direction. Good Luck!
@StratoCatsterАй бұрын
Thank you for this video! Would you kindly to show how blend damped transforms and Animation for characters like fish or Dragons - with fins and tails maybee
@TechHamlinАй бұрын
I would try another way than using damped transform, because it has some limitations. But! Maybe that's only me who have problems with it. You already have those ones here: kzbin.info/www/bejne/pYSaYWaheL6qiqM and here kzbin.info/www/bejne/oajKhJyufr9pntE Good luck!
@ronigleydsonvilasnovas8067Ай бұрын
It's so overwhelming to see this, it's amazing how easy you make it all look. These videos remind me a lot of a procedural animation video made at the unity that became very famous a while ago.
@TechHamlinАй бұрын
I understand your feeling about it. It is a bit overwhelming at first but then when you use one thing, the next stuff follow the same rules so you eventually get the hang of it. Yea I found them good, I might do a robot later actually! It’s so fun! 😁
@HikizuruАй бұрын
alot of nodes in houdini are missing... cloud is deprecated and i cant find volume texture export.
@TechHamlinАй бұрын
Then you miss a package, probably the labs package. You find where to install it it Houdini launcher. About deprecated, then use the Unity version I use in the tutorial. I might do a new one in the future. Hope Unity get more stable and less experimental new features that gets deprecated. Good luck friend!
@durvids474Ай бұрын
Good stuff! Liking the videos!
@TechHamlinАй бұрын
Glad you like them!
@franciscoameijeira4878Ай бұрын
That it great! I picked up a few tricks. Thanks!
@TechHamlinАй бұрын
Great to hear!
@RoxGameАй бұрын
Awesome i like the idea
@hoshicameronАй бұрын
Great tutorial, please continue. tnx
@TechHamlinАй бұрын
Thanks, will do! 🙂
@nevarrgamingАй бұрын
does this work with 3D objects if we where too rotate the camera, would the pixels change?
@TechHamlinАй бұрын
It’s not a camera effect. It’s a shader effect, so think about it like a pixelated texture
@franciscoameijeira4878Ай бұрын
Really good! Thanks!
@TechHamlinАй бұрын
Glad you like it! It’s a simple yet visually satisfying effect
@jukkakorhonen7543Ай бұрын
Exactly what i needed. Thanks
@TechHamlinАй бұрын
Glad it helped!
@headacheRemoniАй бұрын
Thanks for the tutorial, but is there a way to make it work in the HDRP pipeline? I tried changing the target setting of the shader to HDRP, but it encountered an error.
@TechHamlinАй бұрын
I don’t know that. I found it messy to do tutorials for urp and HDRP. So I only do URP. Thankfully their plan is to merge them two eventually. Looking forward to that, this is just messy. No help here but check the forums and good luck.
@smirelesz2 ай бұрын
Nice! I enjoyed this tutorial a lot.
@TechHamlinАй бұрын
Im glad you did! I really like stuff like this, Pretty simple and cool at the same time!
@franciscoameijeira48782 ай бұрын
Great tutorial! Thanks!
@usercontent21122 ай бұрын
Wow, this is awesome!!!
@bxb56252 ай бұрын
great video but you're kinda wrong, the exemple you show isn't a use case where you would prefere async over coroutine. You mention that async work best for this since they give us access to invalidation Token but Coroutine do too, it's the coroutine it self. When you call StartCoroutine on your monobehaviour, this will return an Object of type coroutine which you can store just like your token. You can know call StopCoroutine passing this Coroutine and this will stop the coroutine for you. Just be sure to set your coroutine variable to null once you are done with it. Ex: IEnumerator MyEnumerator(){ yield new WaitForSeconds( 10 ); MyCoroutine = null; } MyCoroutine = StartCoroutine( MyEnumerator() ); now you can if you want at some point do if ( MyCoroutine != null ){ StopCoroutine( MyCoroutine ); MyCoroutine = null //Handle what to do if their is a coroutine already running } // The rest of your logic normally
@bxb56252 ай бұрын
+ Another point to reconsider your need of an async function, coroutine are single threaded and run on the main thread but async don't, this means that some unity fonctionnality are straight up not accessible from async. Or At least until Unity 6, I didn't try this with the new Awaitable unity introduce
@TechHamlin2 ай бұрын
Thanks for sharing that! Oh I thought not being in the main thread always would be a good thing. What kind of functionality did you miss at least before unity 6? I never thought about that scenario
@TechHamlin2 ай бұрын
Thank you so much for clarifying that
@nek0chu1132 ай бұрын
This is realy cool and simple! Thanks for tutorial)) Going to watch next part
@TechHamlin2 ай бұрын
Glad you liked it! 🙂
@abdialibabaali1322 ай бұрын
awesome
@franciscoameijeira48782 ай бұрын
Really good content! keep it up. Thanks for all the tutorials
@TechHamlin2 ай бұрын
Thank you! Makes me happy to hear!
@ronigleydsonvilasnovas80672 ай бұрын
incredible, you manage to take the subject of shaders to another level. Would it be possible to use shaders to deform vehicle tires, as if they were fuller or deflated, or perhaps deform them according to the type of terrain?
@TechHamlin2 ай бұрын
Glad you like it! In some way it should be possible. Similay to here, you could have a script that pick up to 2 or three collision. (Use OncollisionStay) and pass the hit.point from a ray and pass it into the shader for each tire. Then kind of do the same thing. That would mean you can have up to three point collisions. Just an idea thrown up in the air. Could work. Or if just on plane, then you could do similar as in the tutorial 🙂
@ronigleydsonvilasnovas80672 ай бұрын
Thanks for the tips, they will be a great starting point. It's a challenge, but I think it's worth trying.
@bojo_O2 ай бұрын
"fuse" after "polyextrude1"
@TechHamlin2 ай бұрын
Oh shit, I though I edited that fumble mumble away haha. Thanks for sharing and pointing out! :-)
@shadesbelow2 ай бұрын
Awesome. Can you share that on your github? thanks
@TechHamlin2 ай бұрын
Sorry I don’t have it there. Do the tutorial 🙂
@spiderbrr2 ай бұрын
Thanks very much waiting part 2 :-)!
@ironknightzero2 ай бұрын
Thank you for making this! Stuff like this is so niche and hard to find, but glad someone out there made it!
@TechHamlin2 ай бұрын
Im glad you enjoy it! Its fun to make to :-)
@terryyu55973 ай бұрын
Great tutorial! Is there a way to use multiple avoid pos?
@TechHamlin3 ай бұрын
Yes you can, you just add another position and do “min” node on that. I explain it in this video Scaling Cubes VFX Unity Visual Graph - part 2 kzbin.info/www/bejne/d6m8fqtqYt-GgJo at 13.15 👍🙂
@olivermetz82423 ай бұрын
Hey i finished all the parts of the tutorial! really cool effect btw i love it, how can i move it instead of it being at the 0,0,0 posiitons in the world, say if i wanted it else where i tried to move it but it dosent move? it's only stuck there?
@TechHamlin3 ай бұрын
Happy to hear! Oh, I can't give an easy answer. I need to dive into that. Actually, it’s a good tutorial to cover. But I would recommend isolating the issue with just a box in a simple system. Figure out how to solve the position based on the system, and then apply it to the positions. You need to fiddle with the World/Local space in the VFX. You can tick on the VFX system in the top right corner. Also, use the position node to get the system's position and use add or subtract with the player’s position and particle position to transfer from world to local positions to solve it. Not a straight answer, but a pointer in the direction you need to go. I will try to remember to post here when I have a tutorial covering that. Good luck!🙂
@lawrence43013 ай бұрын
good video
@EduardKhusainov-i6o3 ай бұрын
You have good taste in vfx
@_Elizabeth_online_3 ай бұрын
I did everything exactly as in the video, but it gives this error: “Error rendering child: /obj/geo1/ropnet1/vertex_animation_textures1/render_mesh_fbx” Please help me to fix it.🙏🙏🙏🙏🥺😥
@TechHamlin3 ай бұрын
Oh its really hard to say like this, but is there a node that gives you error? if you hover your mouse over it and middle-mouse click. What do you get any error guidance that explain in any way? what time stamp in the video do you get error?
@payrgames3 ай бұрын
This channel will be one of the best Unity archives!
@TechHamlin3 ай бұрын
That make me happy to hear! Thanks 😀. You motivate me
@黄海光-l4w3 ай бұрын
Does this method only apply to simple geometric shapes? I tried to test this with pighead, but it didn't match,and the normal looks weird too.
@TechHamlin3 ай бұрын
It should work on everything. Did you change your texture to normal in inspector for that texture? Also make sure you keep it in the boundaries, scale it down before export in Houdini and then scale up in unity.
@黄海光-l4w3 ай бұрын
@@TechHamlin Thanks ! It's solved. Everything look correct after I reduce scale value, so limiting bound size is the key?
@TechHamlin3 ай бұрын
@@黄海光-l4w Yea I think it is because vertex color is clamped to 0-1 value. And if you are animate something that exceed distance longer than can be saved in vertex channel then that's when the problem occurs. Probably more ways to sole it. But that is how I Solved it. I would like to be able to skip scale it in Unity. If someone solve that or now something please share. Happy you solved it :-)
@ancienttaro48103 ай бұрын
If anyone can't see the shader graph box in OuputParticleUnlitQuad, you should activate "Preferences -> VisualEffects -> ExperimentalOperators/Blocks".
@snowhxy40214 ай бұрын
@snowhxy40214 ай бұрын
Looking for the part 2!☺
@franciscomarques70714 ай бұрын
YOU ARE THE GOAT TYSM !!!!!
@TechHamlin4 ай бұрын
I’m glad you liked it, then you should check out this one too. Procedural Blood Splash Shader Graph Unity kzbin.info/www/bejne/qZPYlaOMZt-lp8k it do cover some more stuff
@usercontent21124 ай бұрын
Awesome tutorial!
@TechHamlin4 ай бұрын
Glad you think so!
@QuyetBuiTrung-jo3ks4 ай бұрын
tks you so much
@BINEHE-eq1dz5 ай бұрын
Hi, I really like your video! May I get a new git hub link for the Unity project? The link you sent seems not the one you showed in the video. Thank you
@TechHamlin5 ай бұрын
Im glad you like it! I just verified its the correct link. You are looking for the project on github right? Then this is the correct link. github.com/NikLever/Unity-URP-Cookbook