Quick note that I forgot to include in the video. Set the "Default Blend TIme" in the Animation Player to 0.1 to get smooth transitions between states.
@gakkiwoo54526 жыл бұрын
cutoff,how about clothes change system?
@DungeonDiving5 жыл бұрын
Somehow you manage to pack in more useful information in 8 minutes than many of your contemporaries do in 30 minutes. Thank you.
@GameEndeavor5 жыл бұрын
Jump cuts and not holding your hand really goes a long way.
@DHofmann6 жыл бұрын
Just like you say in your channel description: Your videos are straight forward and to the point! Great for Godot Beginners like me. First time I did not need to speed up a video tutorial. And please keep your cool accent, it gives your Channel an individual touch.
@GameEndeavor6 жыл бұрын
Thank you for the kind words! I am doing speech excercises to improve my voice quality in general, but I love my accent and agree about the unique touch it brings to the channel, so no worries. It's here to stay. :D
@easyU2B6 жыл бұрын
Straight to the point + useful informations. Keep it up!
@TheBuffED5 жыл бұрын
Congratulations on reaching 1,000 subscribers!! That's awesome, and I'm looking forward to your future content
@GameEndeavor5 жыл бұрын
Thank you! I have some pretty neat topics planned. I'm glad people have taken to it so well, looking forward to making the future content. :)
@NateyC2142 жыл бұрын
5:32 I love that "comically snappy", very smooth. Love the video! Fantastic examples of the power of Godot's animation player.
@JackSather4 ай бұрын
SUPER useful tutorial!! thank you, everyone elses are on pixel art sprite sheets
@garyproffitt5941 Жыл бұрын
Simple and precise with animations. Point of fact with complication to the bone structure but simple feature's for Animation and thankyou Game Endeavor ✔
@dichebach4 жыл бұрын
Wow! Some of the most information packed 6 minutes and 36 seconds on the Internet! :) Definitely subbed. New to Godot, and art. Bit of experience as a junior dev (intern) and about 4 years training in C/C++ (and 40 years as a prof before that). This method you show is fascinating and effective and I'm definitely going to take the time to slow play/pause through the whole video to get the full value. Even if I don't go with this particular technique for animating, this seems like an excellent exercise to learn more about how Godot's animation features function and make digging through the documentation more engaging. However, with all that said, a couple questions: (1) Would this method be effective for a top-down 2d pixel art game along the lines of Stardew Valley (in terms of game mechanics and look and feel, not content or themes); (2) Are there other methods I might want to consider? For example, with respect to (2): Aseprite has fairly rich animating functionalities, and I have not yet determined whether aseprite files can be imported in some way (although I have impored .png texture files for 2d sprites.
@goldbaby62373 жыл бұрын
Can you make a tutorial in Krita to show how you make the sprit atlas?
@6260702 жыл бұрын
My friend, if you would be so kind, could you explain how to apply the exact same animation to another set of sprites automaticaly?
@CarlFurrow5 жыл бұрын
Really enjoying these quick tutorials. The material is very useful, and the results are excellent. Thanks for taking the time to make these.
@GameEndeavor5 жыл бұрын
I'm glad they're useful! Thank you for watching.
@kimbaptempura40732 жыл бұрын
Holy shit dude, this video is 3 years old but damn, your tutorials are fantastic!
@Crisisdarkness6 жыл бұрын
Your channel is very useful, you explain very well apart, that you speak very fluently and clearly, thank you, I subscribed
@GameEndeavor6 жыл бұрын
Thank you! You're the second person to say that I speak clearly. I figured my accent would be too thick for people to effectively understand me. Good to know that isn't the case. Thank you for subscribing.
@Sandsawks5 жыл бұрын
I came across this channel a few days back while looking for some support for building a State Machine. Really love the videos and the detailed way you explain why you do what you do. Going back through and watching them all. Looking forward to more Godot tutorials in the future :)
@GameEndeavor5 жыл бұрын
Thanks. :D Yeah, the state machine video did quite well. My goal with it was to help people understand state machines in as simple yet practical way as I possibly could. Given how well the community has taken to it, I'd say I succeeded. :) It's one of my favorite videos so far. I'm glad you like the channel and that you find them useful! More will be coming very soon. I have some very good ones I've been working on over the past few weeks. :)
@SarahAndreaRoycesChannel3 жыл бұрын
Oh, so much to learn, I see that I need an AnimationPlayer Node, but how do U add an animation there... let's look at a tutorial. And.... you just jumped it. Somehow you managed to create a tutorial for people who don't need one.
@Jaydenbb54 жыл бұрын
this was so confusing
@AlanTuringWannabe3 жыл бұрын
Can you link to where the artwork for the bear is found? Can you do a tutorial on how to create a character in the cut out animation style? I tried searching the net but didn't find how's to create that kind of art.
@jackreev9527 ай бұрын
Hey, how do you move your character in the animation and still walk in the game properly? My character gets stuck in the root node position...
@calvin58723 жыл бұрын
I like that you aren't British like every other tutorial channel on KZbin
@ingmarkieferle22934 жыл бұрын
How to I flip the animation so that my player can walk left?
@Ayoushminald4 жыл бұрын
+1
@GaffaStudios3 жыл бұрын
Same question here ... this would be helpful...
@GameEndeavor3 жыл бұрын
You scale the body node that stores your art to -1 on the x axis. Don't scale the Kinematic Body, it doesn't like that.
@GaffaStudios3 жыл бұрын
Helpful hint: If you scaled your player, you have to set the scaling this way: if(starting_point.x < path[0].x): $Torso.scale.x = abs($Torso.scale.x) if(starting_point.x > path[0].x): $Torso.scale.x = -abs($Torso.scale.x) $Torso is the parent-node of my character.
@tvojemamamoreee9 ай бұрын
Broo how can i flip it in movement script? Pleeeesse
@CMmonsterful2 ай бұрын
Thank you southern man from 5 years ago
@parahmen12562 жыл бұрын
Oy how to place animation in texture rekt ?
@codeyourbot7 ай бұрын
how do i flip the animation for the otherside
@Masda.X3 жыл бұрын
So Godot we do not need spine and adobe animate ?
@facundosargiotto76612 жыл бұрын
What if I need to flip the character? Can I reuse the animation with some flip method or do I have to make a new left run animation?
@GameEndeavor2 жыл бұрын
I just invert the scale on the x axis to -1.
@jamesxxxyz87754 жыл бұрын
What's the size of your character? This is important because of gravity, jump...
@awhitney306310 ай бұрын
Yo man thanks for the snappy little tutorial, very well done and I appreciate how you shared all of the aspects of how you got to where you did [using the square to line things up, that's kind of background stuff that I think other people leave out of their tutorials/systems when explaining without really realizing it.]
@ammonggames2421 Жыл бұрын
How to maje a perfect flip
@insanecomicdude3 жыл бұрын
Very helpful video. Thanks.
@acb_gamez4 жыл бұрын
Any ideas how you might add a squash and stretch to this? I can think of using the transform property, but I cant think of any "warp" like property in godot analogous to Photoshop or whatever.
@GameEndeavor4 жыл бұрын
I don't, no. :) I don't use squash and stretch that often unless it's part of the animation or as placeholder for telegraphing. Personally not keen on the style.
@GzheGzheGzhe4 жыл бұрын
Short and brief, just like Miziziziz wanted all tutorials to be
@carelesscaretaker51544 жыл бұрын
How do you flip the animation?
@Eatfast3 жыл бұрын
How did u flip that 😭
@powerp0w3r4 жыл бұрын
Is it possible to make a cut animation with interchangeable parts like say a hand that can open close and point if so how
@ihtasham92373 жыл бұрын
Hi, I can't seem to find the "key" button (which you tell us to click on at 3:01) in my version of Godot. Do you know where this button now is?
@fractalchaos82452 жыл бұрын
The key pops up when you click the animation player node
@ihtasham92372 жыл бұрын
@@fractalchaos8245 a littleeee late but thanks, I appreciate it 😂
@syedrizvi64084 жыл бұрын
Fantastic tutorial I never thought, this is possible in Godot. You have given new understanding for the game.
@GameEndeavor4 жыл бұрын
Oh there are some fantastic things possible in Godot. Did you see the showcase reel they released recently? Mind blowing stuff.
@syedrizvi64084 жыл бұрын
@@GameEndeavor Yes I did. It is simply marvelous. I believe you are referring to Godot Engine Desktop/Console Games Showcase | April 2020
@GameEndeavor4 жыл бұрын
@@syedrizvi6408 I am. :)
@jonus53314 жыл бұрын
How do you made it so the one leg and arm are behind torso? I cant do it
@diablosatana91026 жыл бұрын
How did you make your character flip vertically
@GameEndeavor6 жыл бұрын
By setting scale.x to the sign() of the direction the player is moving. I plan to do a video on my player controller in the next couple of videos where I'll show exactly how.
@diablosatana91026 жыл бұрын
@@GameEndeavor Thanks for reply cant wait for the video
@sslaxx5 жыл бұрын
For 2D sprites, there's also the flip_h method, for flipping horizontally (x-axis). Also flip_v for vertical (y-axis) flipping.
@esben1815 жыл бұрын
@@sslaxx That won't work. Just tried it.
@esben1815 жыл бұрын
You can just do scale.x = -1 or scale.x = 0 on the CharacterRig node
@johnthompson36143 жыл бұрын
hi how did you get the back leg to be behind the torso
@GameEndeavor3 жыл бұрын
Howdy. :) In the Visibility category, there's an option to show_behind_parent.
@dungandhisstuffs4 жыл бұрын
Toooooo fastttttt
@JoJo-cy4tb3 жыл бұрын
hi great video, how did you get your png to portion out all the different body parts? i didnt understand that part
@GameEndeavor3 жыл бұрын
By enabling the region option for the sprite. It lets you use only one section of the png.
@JoJo-cy4tb3 жыл бұрын
@@GameEndeavor thanks GE! i was able to do it but the game crashes when i try to move forward. after adding $animationplayer.play("run") its tells me node not found (relative to root/world/player) my previous movement actions were scripted in a previous scene. do they need to be all in the same scene to be found? thanks for your time!
@cactus70274 жыл бұрын
Krita gang!
@GameEndeavor4 жыл бұрын
lol, indeed. Fantastic software.
@Courage_the_Cowordly_Dog2 ай бұрын
❤
@daywalkertpify3 жыл бұрын
Great tutorial and animation tips. Thanks
@BigDaddyWes4 жыл бұрын
Okay but how do I attach this rigged character to a separate 2D scene?
@GameEndeavor4 жыл бұрын
I don't know what you're asking. Once you've made the rig you just add it to your character scene. Do you need to know how to do that?
@BigDaddyWes4 жыл бұрын
@@GameEndeavor I guess I don't quite understand how to do that. I have a scene that is just a single 2D node with polygon and skeleton children I made watching this tutorial. I have a separate scene with physics and a level, but I need to replace my placeholder sprite of that scene with the rigged character and I don't know how to do that. I can't simply copy the nodes from one scene to another and I can't find a way to import the character rigging scene into another one. Edit: I just found the "merge from scene" button. Should be good now.
@androidgameplays4every135 жыл бұрын
This tutorial is awesome+++++++
@GameEndeavor5 жыл бұрын
I'm glad you like it. :) It seems to be quite popular. I may have to do some more videos on animation in the future.
@tomorrowduong49144 жыл бұрын
How did you make the character run to the left? From what I see you only do animation for running to the right. Is there a best way to make mirrored animation?
@GameEndeavor4 жыл бұрын
I just scale the rig on the x axis to -1, it inverts the sprites. :) You can see this done here if you need it: kzbin.info/www/bejne/bXumg6OPaMeckMk
@michasengotta22954 жыл бұрын
I can't find the transition panel of the AnimationPlayer in Godot 3.2. Did they remove it?
@GameEndeavor4 жыл бұрын
It's been changed. If you click the keyframe to edit its values, you'll find an easing property in the inspector.
@oliv-eagd8844 жыл бұрын
thank you good tutorial
@caxco936 жыл бұрын
great tutorial. keep it up! i subbed!
@saulnores34773 жыл бұрын
Hi Game Endeavor. Great video as usual. You ask for topics to cover: I suggest you this "How to make a highscores or leaderboard in godot"
@GameEndeavor3 жыл бұрын
I haven't made tutorials in quite some time now, sorry. :) I make devlogs nowadays.
@saulnores34773 жыл бұрын
@@GameEndeavor thanks. Yeah I've seen your devlogs.
@mohammadmad5 жыл бұрын
In 3D animations, do you prefer doing it on blender or godot?
@GameEndeavor5 жыл бұрын
I've never worked in 3D animation. 2D only.
@ליהיימליך6 жыл бұрын
wow, that's a great video!
@boratsagdiyev15864 жыл бұрын
Can i do this in anything other than photoshop for example Krita or other digital painting programs?
@GameEndeavor4 жыл бұрын
Yup, in fact I made the bear in krita. It's just images, you could even use MSPaint.
@boratsagdiyev15864 жыл бұрын
@@GameEndeavor but mspaint cant setup rigging like that right?
@GameEndeavor4 жыл бұрын
@@boratsagdiyev1586 The rigging is done via Godot. The images are imported into Godot, which doesn't care what program was used to make the images.
@boratsagdiyev15864 жыл бұрын
@@GameEndeavor Thanks man!
@GameEndeavor4 жыл бұрын
Any time! :)
@BrettKromkamp4 жыл бұрын
Is there any reason why you don't just use the 'is_on_floor' function (inherited from KinematicBody2D) instead of ray-casting to avoid the initiate-jump-in-air case?
@GameEndeavor4 жыл бұрын
When this video was made, using `is_on_floor()` didn't work with slopes. This was my attempt at addressing that. Now that we have `move_and_slide_with_snap()` I no longer use the raycast method. In fact I advise against it as there's a bug where you get extra jump height if you jump then jump again, due to being grounded before hitting the ground.
@BrettKromkamp4 жыл бұрын
Game Endeavor Thanks for the explanation.
@GameEndeavor4 жыл бұрын
@@BrettKromkamp Any time. :)
@JoseGonzalez-ud6pc4 жыл бұрын
Nice Video Thanks!, How you make that when he is running left then the "idle" animation is going to be flipped too?
@GameEndeavor4 жыл бұрын
By flipping the scale.x of the rig node. You can find an example of this in my player controller video: kzbin.info/www/bejne/bXumg6OPaMeckMk
@thedevine37564 жыл бұрын
Great tutorial man!
@kailenhoward47643 жыл бұрын
*Bear minimum* I see what you did there
@Tuntira5 жыл бұрын
Great video! I have a question, how did you get the left arm to stay behind the torso, since the arm is a child of the torso. thanks !
@GameEndeavor5 жыл бұрын
In the CanvasItem sections under the Visibility drop down, there's a "show behind parent" option. Enable that.
@taxihamster5 жыл бұрын
Is it possible to combine cutout animation with frame-by-frame animation, for more detailed types of things?
@taxihamster5 жыл бұрын
Nevermind, you answered that at around 2:20
@GameEndeavor5 жыл бұрын
Yes, but I've found it to be a little tricky. For example it doesn't work so well with blending in my experience. The frame lags a little. I really like blending though because it makes the cutout animation look so much smoother. Also you have to deal with making sure your frames are consistent from animation to animation. ie if you use a frame in the idle animation, but change it in the run animation, then when you change back to the idle animation you need to make sure that the frame changes back, otherwise it'll have the frame used in the running animation. This may be easy to achieve with the AnimationTree's StateMachine, but I'm not well versed enough in it yet to say for sure. Still studying that node.
@elgatodelamuerte4 жыл бұрын
Nice tutorial! Can you please help me? I've ran into a problem when trying to animate my character like you did - when I open the AnimatePlayer menu and then click on the sprite I want to move/rotate etc, the AnimatePlayer window disappears and any changes I do to the sprite while the window is not present revert as soon as I select the AnimatePlayer object again.
@GameEndeavor4 жыл бұрын
That sounds familiar. There used to be an issue where the animation window would hide while you were animating, but I never had issues with it reverting unless you click the time in the animation window. However I haven't noticed this issue in a long time, or I've gotten used to it. Try clicking the `Animation` tab at the bottom of the editor when it happens? It should bring the window back up. Beyond that I wouldn't know. I suggest you join Godot's Discord server and ask there, perhaps there will be someone there more knowledgable as to what's going on.
@elgatodelamuerte4 жыл бұрын
@@GameEndeavor Thank you for a quick answer. The window indeed stopped disappearing after I clicked on the animation button, but even with it active if i do not change the parameters manually in the inspector, any changes I make while dragging or rotating sprites with my mouse reset as soon as I try to play the animation. (Yes, those parameters are in the animation track and yes, the keyframes are there as well) I will try and talk to someone on their discord server, thank you.
@GameEndeavor4 жыл бұрын
@@elgatodelamuerte Any time. :) Hope you get it sorted out. Just to be sure, when you modify the rotation or position of the sprite, you have to rekey the property. Unless you're using the auto-insert feature (car icon at the top in the toolbar).
@kev6355 жыл бұрын
How do you handle collision when uses cut out sprites? Do you create a individual collision shape for each limb? Thanks
@GameEndeavor5 жыл бұрын
No, just create a single shape as you would if it were a single sprite. It doesn't need to be precise, a simple square will do perfectly.
@kev6355 жыл бұрын
@@GameEndeavor Thank you! I'll use that instead
@timetorelaxfocus96424 жыл бұрын
always great, thanks for the video. I think it would be cool if Godot had a character hub tool like RPG Maker. You basically choose parts to make up the character.
@GameEndeavor4 жыл бұрын
Thank you for watching. :) That kind of thing works with RPG Maker because most games made with RPG Maker have a similar style. Such a thing would be impossible with Godot seeing as how there's not one targeted genre or style. The possibilities are far too expansive for such a thing to be practical with Godot. That said, doesn't mean such a thing couldn't be a non-engine related tool. In fact I'd almost guarantee that such things already exists, and I seem to recall GameFromScratch doing a video on a community driven one. I don't recall the name though.
@timetorelaxfocus96424 жыл бұрын
@@GameEndeavor Thanks for the extended feedback, I would think it's possible to create a plugin that does such a thing, even if much effort. I will check on GamesFromScratch, there probably is a tool out there. I think I remember seeing one at one point.
@shanliumoshi79044 жыл бұрын
thanks
@LawZist5 жыл бұрын
Great video!!
@Demogooo4 жыл бұрын
Noice :)
@flaviokonti55224 жыл бұрын
Well this was really helpful! Thank you
@GameEndeavor4 жыл бұрын
Thank you for watching. :D
@eivindm.otcharan98235 жыл бұрын
Did you use krita to create the cutout?
@GameEndeavor5 жыл бұрын
Yes. I use it for most of my art / assets.
@groven41653 жыл бұрын
flip_h ?
@GameEndeavor3 жыл бұрын
flip_h only works for a sprite and doesn't work on it's children, at least at the time of writing this video.
@groven41653 жыл бұрын
I used 2 sprites while animating, I added flip in both of them, but the animation does not flip.
@GameEndeavor3 жыл бұрын
I don't use flip_h, I scale the x axis. Thought you were asking why I don't use flip_h.
@JVJF74 жыл бұрын
What fileformat do you export the spritesheet with the limbs on it?
@GameEndeavor4 жыл бұрын
.png
@JVJF74 жыл бұрын
@@GameEndeavor Okay thanks, when I have the limbs as a child of the torso, the torso is on top of everything. How can I still keep the torso as a parent while changing the depth of the limbs?
@GameEndeavor4 жыл бұрын
@@JVJF7 On the limb in the `Visibility` section under `CanvasItem` will be a `Show Behind Parent` option.
@JVJF74 жыл бұрын
@@GameEndeavor thankyou
@GameEndeavor4 жыл бұрын
@@JVJF7 Any time. :)
@LoveIsTiming0104 жыл бұрын
Is the easing editor gone in Godot 3.2.1? When I select a keyframe in the inspector I just see Time, Value, In Handle, and Out Handle.
@pascalz99924 жыл бұрын
I can't find it either. So what I did was work with bezier curves... but boy did that make my life hell! Whenever I added a key in between or had to move keys (e.g. when trying to make the arms swing before the legs) everything got messed up and it would take me tweaking the curve over and over again. EDIT just realised it's still there. you have to select a key (when not using bezier curves) and check the inspector on the right. there is an easing window with a curve
@kumi26864 жыл бұрын
Good video
@Lea-im3wr5 жыл бұрын
I don´t get how I kan make body parts like the right arm or leg be behind the body. The link in the deskription says with "RemoteTransform2D" but when I use it that way I understand it, it make nothing rotade in a circle or make othe strange things but it don´t go behid the body. Can someone help me with my problem?
@GameEndeavor5 жыл бұрын
With the sprite selected, under CanvasItem Visibility, there's a checkbox for "Show Behind Parent". Select that. The link in the description is for how to set up inverse kinematics, so that joints move with each other when you reposition them. So it's not related to that.
@esben1815 жыл бұрын
I simple set the Z-index to -1 on the ones behind
@GameEndeavor5 жыл бұрын
@@esben181 That won't work if you have two of these rigs overlap. Say Rig1 is in front of Rig2. Rig1's arm and leg would go behind the body of Rig2, because their bodies are on the same z-index but both of their arms and legs are on the layer behind.
@esben1815 жыл бұрын
@@GameEndeavor ah, ok. thanks!
@GameEndeavor5 жыл бұрын
@@esben181 Any time. :)
@rafaelgpontes5 жыл бұрын
Hey, what about the collision shapes?
@GameEndeavor5 жыл бұрын
Just use a single square shape that covers the entire body. No need to be precise with each part.
@rafaelgpontes5 жыл бұрын
@@GameEndeavor, yeah. That's what I figured. But, the rectangle should follow the body movement, right? This means we're kind of manually moving a KinematicBody2D object without using native physics functions like move_and_slide. I wonder how that would break collisions with other physics bodies you happen to collide with along your way as this "hard-coded" movement implies infinite inertia.
@GameEndeavor5 жыл бұрын
@@rafaelgpontes if you're referring to the up and down movement then no, the collision doesn't move with that. The collision stays on the ground and just the sprites move up and down. Even if you were to move the shape, it'd just fall back to the ground.
@GameEndeavor5 жыл бұрын
In fact the rig won't even know about the shape. I save it as a PackedScene and just call the AnimationPlayer from outside.