The person in the video hides the most important part of how he made the rope work in Unity because this whole video is just an ad for an asset store item that costs $37.
Can you make a video about Wheel Colliders, cars, vehicle jumping and stuff like that? Maybe antigravity f zero style. At least I would be super interested in something like that :)) ❤
Wonderful video and was really helpful. Just wondering at 6.04, how did you get the waves meh filter because, without that, the object doesn't go up and down. Thanks
I'm aware this is an old video, but wanted to say two things quickly: 1. Thanks for the video! Very informative and to the point. Seems like it is working so far in my VR project. 2. At the time of typing this, the link in the description seems broken (and leads to a site that looks like it possibly has malware/a virus/phishing attempt). It asked me to click the "not a robot" button, and also asked me to allow Chrome notifications for it. I clicked Yes, and it then sent me some fishy notifications around 10 minutes later. Watch yourselves! Another reason I wanna start using LibreWolf more...
Hello, I am trying to create similar inverse kinematik, my question is what kind of joints exist between 2 links or what seems to be called bone in blender. beacause in my interface whenn i go for creating a spherical joint it seems to lock the translational movement which the itterations talks about when the last child link moves away from link, or have i completely misunderstood?
Okay, so in Blender I've scaled the cube as you did, then did the loop cuts as you did, then added the single bone armature as you did, then extruded the bones from that bone as you did, then exported to Unity as you did. But in Unity, the cube mesh does not move with the rotations of the bones? What might i be missing from your steps?
Nervermind. For some reason, after extruding the bones, i had to first switch to object mode, then select both the cube and then the armature, then press Ctrl+P and select 'Deform Armature with automatic weights'.
A very hurried and not very detailed explanation of all joint flavours. Better tuts out there....or better still, spend the 17 mins reading the damn manual. Although it is good to see by example, in which case Code Master series 201 to 205 (which used to be the old 3D Buzz series....circa 2014) which negates your initial claim.... and is rather offensive to those of us with long, astute and good memories and shows a conceited assumption that the rest of the world doesn't know these things.
this process is pretty simple. I tried a method where I took three points - root bone pos, pole, and target pos, and had each bone rotate to a point on the curve, using boneIndex+1/boneCount. It worked, but with overshoot, then I tried inverse kinematics, but could not make it work. Your video helped solve my problem, thank you for the video.
I have created a bone rig, and I am almost done an entire animation system, the last thing I need, is to do inverse kinematics. I am working on a program called World Seed. It is a bone rig, that is threaded. The entire animaton system I created is threaded. this is the last step in my process.
The better solution is to use custom render passes. You don't get any lighting discrepancies with render passes and it's more performant because you don't have to render twice.
Top! What about the capsule collider compared to the box collider? I imagine for things like projectiles and arrows a capsule collider could be an option to the box collider because it comes with a length as opposed to the sphere collider. Is the capsule collider faster than the box collider?