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this is insanely good tutorial. And lmao i stumbled uppon it right after i figured myself how to do this camera but without parent objects, by just using quaternions
Hello, does anyone know where the channel's author disappeared to? The video lessons are really good, I would like to see more on the topic of root motion. I haven't found any other good alternatives on this topic, you have the best option!
does my character have to have feet only way? because my first game and i dont wanan redo and add a character/ my player is just not a person no arms no body but its a like a round object thats insvisbale and i want footsteps sound
I got a funny problem, "ArgumentException:Input Axis RightStickVertical is not setup." I should be able to move the camera now, but i just get this error
You need to setup a custom input for the right stick, called RightStickVertical in the input manager. docs.unity3d.com/Manual/class-InputManager.html Right stick vertical should be 5th axis - or change axis by testing moving the right stick.
@@Filmstorm Omg, I am so incredibly dumb; I wrote „RightStickVerticale“ in the Input Manager, that was the problem 😅 Thank you so much and sorry for wasting your time
Hello peoples, i have a problem with 4:17, when i write "GameObject" unity give and error message saying:dis aint gonna work; any Idea on how to fix it?
Do you have the correct namespace at the top of the script using UnityEngine; GameObject is a base type from unity engine so shouldn’t have by errors involved. Check to see what the console error is and I can have a look.
@@Filmstorm 1. Looks like it works now, which is weird cause i did the exact same thing but, oh well and 2. How the hell did you reply in 6 minutes??; anyways, thank you :3
@@Filmstorm got a funny problem again, "ArgumentException:Input Axis RightStickVertical is not setup." I should be able to move the camera now, but i just get this error
Hi, friend, I can help with the camera breakdown and make it better. Here's my idea: if (Physics.SphereCast(transform.parent.position, Radius, desiredCAmeraPos - transform.parent.position, out RaycastHit hit)) { Distance = Mathf.Clamp(hit.distance, MinDistance, MaxDistance); } else { Distance = MaxDistance; }
If you want an over-the-shoulder offset there's a better way, just add the CinemachineCameraOffset extension. There's no need to mess with the screen offsets there
It was a great tutorial, but since i am not using unity Input System, i need to create an empty game object wich i will rotate and the camera will follow that, i couldnt right now use the freLookCamera for that, I will try anyway. I will download the project of this video and copy all the code i can hahaha ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-537B1kJp9YQ.html Anyways, you did an amazing job explaining!
I have a question, I did everything as in the video, but at the end of the lesson the character either turns or Jog but does not run, but everything is looped
If I'm creating a 2D Blendspace for walk>Trot>Run, what are the highest and lowest values for the axis for "Direction"? For speed, the range is from 0 to 2, which is acceptable. Additionally, please advise on how I can incorporate Turn Left and Turn Right animations for the walk>trot>run within the same 2D Blendspace.
I would love for you to make a superman flying motion match. Like how faster you run how different he takes flight. So if u stand still and levitate off the ground it feels natural. If you walk slow and then take flight he just gradually levitates pushing off with one foot. If you run and take flight he pushes off the ground harder and more momentum forward. Hope you catch my drift but what i miss in superman games is the reeves superman flight feeling. Most games have 2 states. walking and flying. Switching between those two feels so unnatural. Trust me if u crack that animation and implement it in a superman game it would take the world by storm my man. If there is anybody that can do it it would be you :).
This video and one other keep showing up in a search for cover system with unity playmaker. I was curious if it is available or if this channel is no longer maintained?
I have a problem with the variable of pelvisOffset, even if don't use it, the IK works correctly. But if I set a value for the pelvisOffset, the IK can’t work correctly, and the position will go up
Hi! Thanks for the tutorial! After some tweaks I think it looks pretty good with my custom animations. I just have a problem with the stop animations. Even if my character is running with a speed of 2, when I stop my character the stop animation is the walk to stop animation. And not the run to stop animation. Do you know how I could fix that? I tried making two different states for walking and running with no luck.
I still hate game logic as much as actual programming code. Would be nice to just have preset universal actions events that I can set so I can focus on artistic stuff 🤣🤣
Dude, I saw dozens of videos and tutorials on the internet, I looked through everything, downloaded countless programs and never managed to put a build on xbox. You made it simple like a boss, my hero. God bless you, thanks to you ill be able to put all my games on Xbox. On Credits of my Game ill put you as especial thanks, Thank you so much!!
Been almost a year since I bought this, and I wish more than anything you would some day consider doing a pack for a two handed axe. There are zero Barbarian 2 handed axe animation packs, and I often time think about some of the incredible work you did and hope you'll return.
@@Filmstorm I wish I could, I been looking and can't seem to find anything in terms of videos. I was hoping to make something based on the Death Dealer comic book character by Frank Frazetta, sadly they never turned the Death Dealer into a cartoon, movie or video game. Not sure if you know what that is.
This video is perfect. Simple, concise, to the point - I love it. You've got yourself another sub. How would you adapt this for first person though? I'm looking to use this controller but I need it to work the same way in first person. I'd appreciate a response, thanks.
The actual principal is the same but I recommend setting the offset basically to zero and turn off obstacle avoidance as it’s rotating on the spot. Cinemachine might be a bit overkill for a first person camera as well, but definitely achievable let me know how you go.