I had to watch this several times, and take notes on paper, to really get all the great details to sink in! I learnt the most when literally drawing the different Mecanim layers down on paper, and really thinking about how they are set up, etc. Phewf! Lots to understand. :D
@alexchesser52096 жыл бұрын
@Unity - this was an incredibly valuable. There were a few advanced options that I'd like to see expanded on. Specifically OverrideControllers and clamping. So much of this went by so quickly though. Perhaps this can be explored in a Unity live training session? Something a little longer and technically detailed.
@Samwidges213 жыл бұрын
One of the best talks I have seen, brilliant stuff! Thank you
@IgorAherne7 жыл бұрын
Excellent presentation! was looking a lot for these tips
@ethancossett73183 жыл бұрын
This entire video is absolute solid gold. Thanks, William!
@GlassVaultStudio Жыл бұрын
Excellent workflows, thanks for sharing.
@christopherferry57573 жыл бұрын
Was afraid I wasnt going to find this talk, so glad I did.
@michaelp8376 Жыл бұрын
Valuable info. Just what I needed!
@muzboz3 жыл бұрын
Some excellent stuff covered here. Nice, thank you!
@0x80804 жыл бұрын
This was incredibly useful.
@ricniclas2 жыл бұрын
Wonderful talk! Thank you so much for the help
@rodolforubens8 жыл бұрын
13:24 unity needs to address this!
@rodolforubens8 жыл бұрын
somehow..
@farfi554 жыл бұрын
I know your comment is 3 years old but still... I would think something like an animations array where you chose using a parameter, so like a blend tree but without the interpolation
@Tharindu874 жыл бұрын
@@farfi55 I think we could use script to changed the animation in an animator state now, using an override controller. You can have the actual animation contained in the item game object and inject it into the animator state during runtime. It's valuable over the mess that's shown here. No disrespect to the author of that tree though. They did what they could with what they had.
@jdigi784 жыл бұрын
Just use a float with a blend tree and set each motion in the tree to a different whole number
@pRoFlT3 жыл бұрын
okay 5 years now? but why not just create a scriptable object with animation info. drop into a script with a list. pick which animation to play and animator.play(scriptable object reference)? Why create this mess of animations ugh so much of a pain. Only thing im not sure is if you get blend doing it this way?? there must be a better way than what they did.
@entertainmentoverloaded57003 жыл бұрын
Thank you very much...I have learned lot of things.
@unnesflash49177 жыл бұрын
is there a book explaining this ?
@RacerRookie Жыл бұрын
Hey, why does my empty state with no motion create an animation duration/ freeze as it decides the conditions, how to fix it?
@khurum6 ай бұрын
inside the empty state just make a keyframe at the start and at 60 frame which do nothing, That's how I do it,.
@ZefugiLive4 жыл бұрын
Saved my bacon. Thank you.
@AnthonyTopper Жыл бұрын
I really wish Animator Controller Parameters supported enum.
@gustavosalmeron20132 жыл бұрын
This whole mess is the reason I don't use a lot of Animator transitions. It's just... prone to chaos.
@DommageCollateral3 жыл бұрын
why didnt they use ik for grabing stuff? like scripted animation
@omerpasa33282 жыл бұрын
what about 2d?
@DommageCollateral2 жыл бұрын
this tutorials only works for the main player. having this for all ais will be very slow
@erobusblack48563 жыл бұрын
Thats would be a virtual being
@erobusblack48563 жыл бұрын
So imagine this as an ai npc with ml agent and a GPT-3 or GPT-NEO
@ash_does_dash3 жыл бұрын
Nightmare
@789blablajaja72 жыл бұрын
"Mecanim is Visual scripting. By the way, here is our equivalent of a 41 entries long if-else chain."