I'm happy that you found the tutorial helpful. The next tutorial is going to be even more interesting as we will discuss new constraints and examples, and we will also implement multiple vaulting actions.
@eliemessiecode5 ай бұрын
Thaaaaaaaaaaaaaaaaaaaaaanksss finaly the tutorial i'm looking for since months 😭😭❤❤ i'm looking for ik tutorial since months and finally found it
@tareqgamedev5 ай бұрын
I'm glad that you found the tutorial helpful and enjoyed it. Stay tuned for the next tutorial. It's going to be even more interesting as we will discuss new constraints and examples, and we will also implement multiple vaulting actions.
@eliemessiecode5 ай бұрын
okay cool, thyanks, i'm there@@tareqgamedev
@usercontent21125 ай бұрын
Thank you so much. Very useful tutorial!
@tahaklc79045 ай бұрын
lets seeeeeeeeeeee
@KalponicGames5 ай бұрын
At 5:57 how can I make the bow string stretch?
@tareqgamedev5 ай бұрын
The bow I used in the video is impeded inside the character model. If you want the bow's string to stretch, you can find a separate bow on the Unity Asset Store and a separate animation for stretching the string while aiming. The bow needs to be rigged and animated. You can find a paid bow asset on the Unity Store where the bow's string is rigged and ready to be stretched. This is an example: assetstore.unity.com/packages/3d/animations/bow-arrow-animation-set-210131
@thevirusnvgm25185 ай бұрын
I watched all the previous videos, figured out how it works, the second method in reaching out system is very interesting, but i have one question, the target must be set up in ReachingOutRig, i mean in the game or scene only one target can be set up from the inspector, is it possible to set up it through the code ? For it the reaching obj(ruins) should get the player's rig and setup the target, right ? (my english is bad, sorry for mistakes)
@tareqgamedev5 ай бұрын
I'm not completely sure if I understood you correctly, but in the "ReachingOut" example, we used a two-bone IK constraint. When we set up this constraint in Unity, it creates two game objects: the target and the hint. Our task is to position the target so that the right hand can follow it correctly. In the example, we created a sphere game object, positioned it as desired, and then in the code, we simply updated the position of the target based on the position of this sphere game object. This allowed the right hand to follow the sphere. If you're asking if we could create this sphere game object in the code, then yes, you can do that and update the target's position accordingly. I hope this clarifies things. If you have any more questions, feel free to ask.
@beardordie53085 ай бұрын
Link to the assets youre showing here (character, level, archery target)?
@tareqgamedev5 ай бұрын
In previous tutorials, I have demonstrated how to download characters and animations from Mixamo. The level consists of cubes arranged with added lighting, and for the archery asset, you can easily find it on the Unity asset store by searching "archery." This tutorial aims to showcase Unity's animation system and how to combine animations with IK to achieve dynamic animation behaviors. The focus is on the concept and how to connect everything to achieve the desired result. To follow along, you should have confidence in using Unity and be able to apply what is discussed in this tutorial to your character and environment. I could provide the entire project, but that would not be called learning anymore. It's important to try it on your own to get the whole picture.
@beardordie53085 ай бұрын
@@tareqgamedev and you did all of that really well. Thank you. In that moment I wanted the archery target, so thanks also for the reference. 😊
@ArmadousАй бұрын
This AI does not know how to pronounce bow. BAU BAU BAU BAU