fug.. should have checked the date on this. Super out of date for newer versions of Unity. A lot still applies but you might end up wasting like 20mins of rigging if you don't do a little research before clicking this. xD Woops
How can I bake the individual bone poses while key framing using IK? Cuz IK might get resource intensive/unnecessary when all I want is a simple and same idle/walk animation
Ran into some issues in 2021.3.6. At 7:14 when removing the targets out of the Solver parent (limb solver 2d script) it breaks the connection and the limb ceases to move.
Very helpfull vid thank you, I started making my player on frame by frame sprites and have since decided to go this route. Is there a way of converting it without loosing everything ive done? haha sorry stressed out about it thanks!
Эта система имеет кучу багов, ноги дёргаются у обычного гуманоидного тела, постоянно flip происходит, нереально анимировать через это.... Проще уж покадрово делать чем днями фиксить ошибки Ik
If you haven't found an answer yet you have to export your thing as a psd. Then you have to go to the export and change the file extension psd in its name to psb.
Thank you. Of all the videos I have watched nobody mentions the parenting of the solvers to the body so the IKs moves with the spine. Thanks once again.
Excellent video! It was exactly what I needed without all the extra chaff - straight to the point, clear, and concise. This just jump started my game project big time! Thanks for making this.
@@toovuil When you click the plus in IK manager you will see "Chain" Im not sure but i just chose one randomly (CCD) and in "Bones" you have to add the amount of bones you have on the gameobject
If anyone is still having this issue: if you have a chain of 3 bones, skip the step of creating the empty game object to be the effector. Instead, just use the last bone (hand or foot) as the effector when setting up the Limb Solver. Also, if the arm or leg is bending in the wrong direction, just make sure to check "Flip". I hope this helps!
@@Tarodev hey I have a question, how can i achieve ragdolls such that when bullets hits head, only head needs to fly of leaving rest of body same with limbs something like Karlson 2D... pls provide me some info i will try on my own
@@rajatkoparde5224 many ways to achieve that, but one way would be to spawn a replica head in the same position and rotation as the real head and disable the real head. Then add force to the fake head to make it fly away
For some reason unity won’t recognize my rigged and meshed sprite I import to the scene and let me add a sprite skin script. I’m on the newest version.
Unity adds the sprite skin script to the sprite layers automatically for you when you add geometry to the bones in the skinning editor. Are you saying Unity is not adding them for you?
I’ve tested my player control script on a circle sprite in unity and it works, but my own player won’t move and the only difference I can see is the absence of a sprite listed in sprite renderer. I appreciate the help 🙏🏻
@@cinna389 Interesting. What happens when you manually slot in the sprites in the sprite renderer? If the bones and geometry are all setup correctly it should work.
Does anyone have any ideas how best to attach a spear to both the character's hands with this animation method (assuming you wanted it to be easily detachable)? I'm thinking it would be easy to attach to one bone on the sprite but don't know how to go about having it use two. Very helpful and concise tutorial btw, the original one I found covered all the same points but over 30 minutes.