Animator Override Controllers Explained (Unity Tutorial)

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Ketra Games

Ketra Games

Күн бұрын

Пікірлер: 38
@AetherXIV
@AetherXIV 2 жыл бұрын
I didn't know there was an override controller. thank you
@KetraGames
@KetraGames 2 жыл бұрын
Glad it was helpful 😊
@Tropicaya
@Tropicaya 2 жыл бұрын
Cool. Didn't even know that existed. Thanks
@KetraGames
@KetraGames 2 жыл бұрын
👍😊
@puntalic
@puntalic 3 жыл бұрын
Very useful tutorial. Haven't seen much of this arround. Thanks
@KetraGames
@KetraGames 3 жыл бұрын
Glad you found it useful 😊
@-.._.-_...-_.._-..__..._.-.-.-
@-.._.-_...-_.._-..__..._.-.-.- 2 жыл бұрын
5:08 is exactly what I was missing. I thought it replaced the animations on the controller, affecting all animators using it. Now I see it's a separate copy of the controller, just with swapped animations. Now I get it. This is going to be so cool! Thanks a ton.
@KetraGames
@KetraGames 2 жыл бұрын
Great to hear 😊
@cengizhan5833
@cengizhan5833 3 жыл бұрын
I like your posts very much . Please keep going
@KetraGames
@KetraGames 3 жыл бұрын
Thanks for your support 😊
@michaelp8376
@michaelp8376 Жыл бұрын
This is perfect! Thank you for sharing.
@LuRybz
@LuRybz 3 жыл бұрын
Again, excelent content! Thank you for sharing.
@KetraGames
@KetraGames 3 жыл бұрын
Thanks for this comment 😊
@ShivanandUlli
@ShivanandUlli 3 ай бұрын
Thank you for giving this detail explanation I am begginear student it is helpful for me.
@KetraGames
@KetraGames 2 ай бұрын
Glad you found it useful 😊
@burakakay6632
@burakakay6632 2 жыл бұрын
Thank you so much.
@KetraGames
@KetraGames 2 жыл бұрын
👍😊
@ethanwimsett
@ethanwimsett 2 ай бұрын
Demonstration is at 4:40
@entertainmentoverloaded5700
@entertainmentoverloaded5700 2 жыл бұрын
THis is Mind Blowing video..I always Ignored this part thinking whats behind it! Never thought its so easy... can I get a video from u on unity animators's "State Machine Behaviours?"
@KetraGames
@KetraGames 2 жыл бұрын
Thanks for this. We make use of state machine behaviours in our video on Bored Animations - kzbin.info/www/bejne/hXTHaKebp8uBrs0. Hope that helps 😊
@PepoWarGames
@PepoWarGames Жыл бұрын
Can i modify on exit time and transitions for the second character that uses override animator? Because i found i need to modify in original animator and i want to modify second one only
@KetraGames
@KetraGames Жыл бұрын
Hi, unfortunately I believe you can only override the animations 😓
@AstralNostalgia
@AstralNostalgia Жыл бұрын
is not necessary to have a prefab variant for this process??
@GodofGamesss
@GodofGamesss Жыл бұрын
Does this allso work for more complicated things like Blend Trees and stuff?
@KetraGames
@KetraGames Жыл бұрын
Hi, yes it will work with Blend trees 😊
@inkofthedragon
@inkofthedragon 2 жыл бұрын
Is there anyway to smoothly transition from one controller to another when being changed during runtime? When unarmed, I have Unarmed Animator Controller set. Then when grabbing a weapon, I increase the weight of the Two-Bone Constraint to reach for the weapon. Upon grabbing the new weapon, I set the Animator Override Controller on the weapon so the appropriate animations occur. Problem is when the Override Controller kicks in, it instantly resets the weight of the Two-Bone Constraint. Is there anyway to avoid this? Thanks
@KetraGames
@KetraGames 2 жыл бұрын
Hi, no there isn't a way to smoothly transition between overrides as far as I know. The intended purpose is really for having different animations for different characters rather than switching for one character. Have you tried looking at animation layers instead? You could have a synchronised layer for each weapon with the different animations. Then you could transition from one layer to another by changing the layer weights. Hope that helps 😊
@johnanthony44
@johnanthony44 3 жыл бұрын
Is it possible to modify one of the animations during runtime? For example, my character can be in 3 different walking states based on their health. Normal, Tired, or Injured. If my health value is at 10%, the injured animation would play for walking. If my stamina is at 0, the Tired animation would play. Thank you for the awesome videos!
@KetraGames
@KetraGames 3 жыл бұрын
Hi, yes this is possible and we're planning to cover this in a future video. The best way to do it is with synced animation layers. docs.unity3d.com/Manual/AnimationLayers.html. You could have one layer with normal animations, one with tired animations and one with injured animations. You could then control the weight of each layer depending on health stamina. Hope that helps 😊
@kuroganekroz8763
@kuroganekroz8763 3 жыл бұрын
Do you know how character to climb ladders?
@KetraGames
@KetraGames 3 жыл бұрын
Hi, that is something we have on the list for a future video
@XboxPlayerPL
@XboxPlayerPL 2 жыл бұрын
Is there an option to exclude some animation from overriding in override controller? It's ridiculous to have that each character had 1000 animations to override, while it only needs override ONLY ONE!!! It's just bad design.
@KetraGames
@KetraGames 2 жыл бұрын
Hi, there's no way to exclude the animations from appearing in the override controller, but you don't have to override all of them
@raelroque5595
@raelroque5595 3 жыл бұрын
i did not understand why or where this is usefull, this is not a critic
@KetraGames
@KetraGames 3 жыл бұрын
Hi, this is useful if you have several characters that have similar behaviour but differ in their appearance. For example, if you had lots of NPCs walking around a city. You could have different character types e.g. male, female, young, old, and have them animate differently to add more variety to your game. Hope that makes sense 😊
@raelroque5595
@raelroque5595 3 жыл бұрын
@@KetraGames so the second char was not controlled by you?
@KetraGames
@KetraGames 3 жыл бұрын
Both were controlled by the same script. It was to demonstrate how the two characters could have the same logic but look different by overriding the animations
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