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Godot 3D - Animation Tree Part 1 - Basics | Character Animation Tutorial: 3 

Bonkahe
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Today we’re diving into animation tree’s this is going to be part one of two, this first video will be on the basics of different nodes within the animation tree, and next week we’ll be going into details of method calls within animations, as well as blend shapes, following all that we’re going to go ahead and make a simple character controller to get that all in game.
AnimationTree Docs: docs.godotengine.org/en/stabl...
Github: github.com/Bonkahe/GodotEduca...
Godot: godotengine.org
Thank you to everyone who watches these videos, I’m working on the next hermit video currently, it’s still a couple weeks out as I have a couple things I want to wrap up before I finish the video, but I have already started recording on it, so I’m very excited to get something out there for you guys on the subject of Hermit, keep being awesome everyone!
- timestamps -
00:00 - Intro
00:20 - New Animations Imported
00:47 - Setting up Animation Tree
01:10 - Tree Root Options
04:30 - Working with a Blend Tree (What we'll be using)
04:39 - Node - BlendSpace2D
05:46 - Node - Basic Animation
05:56 - Node - One Shot
06:36 - Filters (OneShot, Add and Blend Nodes)
07:30 - Node - Add
08:58 - Node - Blend
10:30 - Node - TimeSeek
10:56 - Node - TimeScale
11:30 - Node - Transition
12:45 - Node - State Machine
13:20 - Working with a State Machine (Within a Blend Tree)
14:22 - Important Note: Animation Transitions
14:50 - Closing Notes and Things to Remember
15:55 - Wrapping up, Thanks for watching!

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4 июл 2024

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Комментарии : 41   
@boymeetsdrake6438
@boymeetsdrake6438 10 дней назад
absolute legend i needed to know about the bone filters but i stayed for the great tutorial
@Jetiix
@Jetiix 2 месяца назад
Thank you very much for this SHORT and concise tutorial with easy language!! its so hard to find a good video that isnt too long or too vague
@Bonkahe
@Bonkahe 2 месяца назад
Thank you so much! I try to keep it as to the point as possible, thank you again for the kind words~
@dustinacker
@dustinacker 7 месяцев назад
You are my hero today! The "Node - TimeScale" chapter really helped me past my roadblock. It completely changes how I do animations in Godot.
@abhishek-farswan
@abhishek-farswan 11 месяцев назад
I literally needed this
@pyroton
@pyroton Месяц назад
Highly useful! Thanks a lot for the tutorial.
@mch43856
@mch43856 11 месяцев назад
Thank you, this is a really detailed and amazing tutorial!
@Bonkahe
@Bonkahe 11 месяцев назад
Thank you for using it! It makes me very glad to have people use the things I put together.
@billmore6486
@billmore6486 Год назад
Thanks for the video. There's not alot of animation tree tutorials on godot!
@herbert9039
@herbert9039 9 месяцев назад
Incredibly useful video, thank you! :)
@Bonkahe
@Bonkahe 9 месяцев назад
So glad it was helpful, and no problem at all~
@tomtomkowski7653
@tomtomkowski7653 7 месяцев назад
Great video!
@hawkgamedev
@hawkgamedev 4 месяца назад
man you are amazing thanks for the video.
@CCLawhon
@CCLawhon 9 месяцев назад
You had me at your pronunciation of Godot a la Balzac ;) Liked/followed!!
@donjl
@donjl Месяц назад
Great tutorial! Just what i was looking for
@Bonkahe
@Bonkahe Месяц назад
Glad I could help! Best of luck on your project~
@Oxtorayk
@Oxtorayk 9 месяцев назад
Thank you!
@challenges791
@challenges791 9 месяцев назад
wow it looks powerful than unity animator
@owenlloyd2528
@owenlloyd2528 6 месяцев назад
Thank you
@AquaMan_YouTube
@AquaMan_YouTube 16 дней назад
thanks
@f41nT
@f41nT 7 месяцев назад
good teacher!
@halimghani
@halimghani 10 месяцев назад
I hope you a healthy, wealthy, and happy life :)
@Bonkahe
@Bonkahe 10 месяцев назад
Thank you so much! Likewise to you as well.
@THEDEVBOIS
@THEDEVBOIS 13 дней назад
ok so ive had this problem where when i fire the animation the player floats up a little bit why would that be???
@Bonkahe
@Bonkahe 13 дней назад
Hmmmm, so the most likely culprits with that sort of issue is the root or the hip bone, check to make sure neither one are higher in that animation than in other animations, the root should not be moving at all (unless your doing root motion animations which personally I don't recommend unless you got a better grasp on animations than I do, that is to say your better than a novice xD). The hips are little bit more complicated, they likely should be going up and down, but check what their highest point is compared to the highest point in another animation. You can do this in godot, or in blender, for this sort of thing I would recommend blender.
@ranjithrans
@ranjithrans 10 месяцев назад
Question: For some reason, imported mixamo animations don't work in AnimationTree (They are working only in Animation Player). This affects only mixamo animations. Animations from blender glb file has no issues. Any idea why?
@Bonkahe
@Bonkahe 10 месяцев назад
So firstly always check your filters and blend values, 9 times out of ten it's something random like that. With no idea what your animation tree looks like it's always hard to advise, but one solution to issues like this I've found in the past is to run the animation tree with a tree root as just "AnimationNodeAnimation" and put in the problem animation (save your tree first to a resource so you don't lose it.) If your still having the issue in that state it's 100% the animation being the problem, and on that front you have a couple options. Firstly make sure the exports from mixamo have their skin on them, for some reason Godot does not play well with them at all if they don't. Second, have they ever worked in your project? back tracking through everything you changed can be an option, though it's kinda the nuclear option and I would suggest against it. Third, in several of my projects, all imports of .FBX just have issues, even though I have the fbx importer set up and it worked fine in the past, one option I have used is to import them into blender and then just export them directly as gltf (or glb), this kind of works around the problem. I hope some of that helps, just kind of a brain dump of everything that I could think of off hand xP
@ranjithrans
@ranjithrans 10 месяцев назад
@@Bonkahe thankyou for taking the time to explain this. Exporting character animation has been a nightmare for me. Some things always manage to jinx. I'll try to your suggestion one by one. B/w your videos have been an immense help to understand the workflow.
@Bonkahe
@Bonkahe 10 месяцев назад
@@ranjithrans Absolutely! I hope you find something that fixes your issues, importing animations also always has some little things wrong with it for me as well, not 100% sure why it's so difficult to get clean imports xD
@jumbo9380
@jumbo9380 3 месяца назад
So i have 2 animation, walking and weapon. If i enable both, the upper body get into a t pose but if i enable filtering, the upper body is stuck in place, unaffected from bobbing up and down motion.
@Bonkahe
@Bonkahe 3 месяца назад
So in this case it is likely a problem with the animation key frames, specifically which bones are handling the bouncing up and down, unfortunately this is a problem that I probably can't help you with unless I actually have my hands on the project, if you are unable to resolve this either yourself or on the Godot Discord, send me an email with the project repo and I'll see what I can do to help~
@jumbo9380
@jumbo9380 3 месяца назад
​@@Bonkahenevermind, i managed solved this problem. I actually skipped the most important step, that is to make a game ready rig rather than just straight up importing the rigify rig to godot.
@natepotate5025
@natepotate5025 3 месяца назад
so if i had 2 animations that were blended together, how would i call on them? like do i use the same line of code i would with a animation player node and it will just blend the 2 if i play them both at ones?
@Bonkahe
@Bonkahe 3 месяца назад
Theoretically yes, but ultimately it would depend on the animations and your setup, how you blended them together, or want to blend them together, and whether your using an animation tree or not. Lotta variables xP I would try, and if you can't get it maybe hit up the discord for someone to help, or just send me a dm on there, there's almost always someone in the voice chat willing to help.
@natepotate5025
@natepotate5025 3 месяца назад
@@Bonkahe alright thank you
@teddybonzo8460
@teddybonzo8460 4 месяца назад
Iam having an issue with this, when i run scene the blendspace2d doesnt seem to be running the animation at all, been uaving this issue for 2 days now thought i could solve it, i cant
@Bonkahe
@Bonkahe 4 месяца назад
I'm not entirely sure I follow, but for that issue, if the animation tree is set to active and it's still not working then it will be rather difficult for me to help you, you might have better luck talking to someone in the discord and asking for help there, I would hazard a guess another pair of eyes on your work could probably resolve your issue.
@theyellowarchitect4504
@theyellowarchitect4504 10 месяцев назад
These tutorials are kinda disjointed. The importing and authoring animations for example, takes 7 minutes to reach to actual importing animations. This video seems to me the highlight of the series. Godot animation tree tutorials are so rare, that's why there are so many views here, atop of the quality of course. Yet there is no link to download the displayed model and its animations (so as the viewer who replicates the steps, confirms he is doing it right) The github link redirects to some generic repo which doesn't have this model, nor its animations. I don't want to replicate 30 minutes of 2 tutorials and do blender stuff. This could be as simple as getting a mixamo model and learn how to blend animation trees, so I then replicate this knowledge on my own models. I am certain I am not the only one having thought this. That said, aside of the strictly linear format, these tutorials are great and cover rare topics, thank you for making these
@Bonkahe
@Bonkahe 10 месяцев назад
I apologize if the structure of the series was hard to follow. I had intended for the project to be followed in a linear sort, but you are correct this video does seem to be gaining more traction than others, perhaps a stand alone video on this subject would be helpful. The github link does in fact contain this model and all the animations: Meshes: github.com/Bonkahe/GodotEducationalBiped/tree/main/Meshes Animations: github.com/Bonkahe/GodotEducationalBiped/tree/main/Animations Also as I stated in the first video on this series (I think I did anyways) the github I wanted to kind of exist as a complete character controller that people could drag into their repo's later on, in this regard maybe structuring it with a single repo for the final result and every week that's what updates, but then maybe a different folder for each week with the specific things changed that way you can go to the specific video your watching and get the files for that video? (Not committing to this just yet just floating the idea for going forward as perhaps a good middle ground) Regardless thank you very much for the critique, and the kind words as well~
@theyellowarchitect4504
@theyellowarchitect4504 10 месяцев назад
@@Bonkahe Thank you for the elaborate answer. I am happy to see I am wrong. Those github assets indeed work. Running left/right is inside that imports folder, testing them right now :) My suggestion for the description(s) is that you place links to all used assets in future descriptions so people can find them easily instead of thinking they aren't uploaded at all. Basically provide a blank slate - a starting point. As for the repo structure, having duplicate files seems worth it. For example, one folder for each specific video (under a "Specific Tutorial" or something folder), and the same contents duplicated for the "updated in tutorial X" in the various folders like animations, meshes etc etc That said, I suggest not re-doing a video on the exact same topic. Just add the links to description for the model+animations (runleft/right within Imports included) and it works as standalone video!
@Bonkahe
@Bonkahe 9 месяцев назад
So sorry for such a late response, I just noticed a whole bunch of missed comments in my comments list and I'm going back over all of them xP. So I started to do this in the latest series, I do want to clean it up, and I'm not really happy with my organization structure with that series yet, but it's a step in the right direction. I think your right, I think having a link to the exact folder is the right way to go, for now I just have a link the the entire repo, but I think having another link right below it to the specific folder is probably a good idea too. Thank you for your continued feedback on this, I would love if you went over to the new series and had a look at the file structure there, hopefully it will be a bit more user friendly than this version.
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