In this tutorial, learn how you can always have your character perfectly aim at their target without needing a million animations! We'll review the PlayerIK first introduced in Part 1 of the series and update the aiming to properly aim at the crosshair!
👨💻 As always, all code from this video is available on GitHub: https://github.com/llamacademy/scriptable-object-based-guns
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📚 Resources:
⚫ Mixamo (free animations): https://www.mixamo.com/#/
⚫ Rifle Animation Pack Used: https://assetstore.unity.com/packages/3d/animations/rifle-basic-mocap-animation-pack-26676?aid=1101l9QvC
⚫ Full Series Playlist: https://www.youtube.com/watch?v=E-vIMamyORg&list=PLllNmP7eq6TQJjgKJ6FKcNFfRREe_L6to
⚫ Animation Rigging Documentation: https://docs.unity3d.com/Packages/[email protected]/manual/index.html
⚫ Multi-Aim Constraint: https://docs.unity3d.com/Packages/[email protected]/manual/constraints/MultiAimConstraint.html
⚫ Unity IK: https://docs.unity3d.com/Manual/InverseKinematics.html
⚫ Animator Scripting Reference: https://docs.unity3d.com/ScriptReference/Animator.html
⚫ Runtime Rig Forum Post: https://forum.unity.com/threads/generating-rig-at-runtime.935090/
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Chapters:
00:00 Topic Introduction
01:10 What is Inverse Kinematics? Using it in Unity for Gun Hand Placement
03:05 The Animation Rigging Package
03:35 Install and Set up Animation Rigging for Aiming a Third Person Character
08:08 Add Aiming Animation & Avatar Mask
10:00 Gun Placement
10:52 Final Animation Rigging Configuration
12:04 Inverse Kinematics Script - PlayerIK.cs
15:05 Place Inverse Kinematic Transforms
16:49 Finding the Inverse Kinematics Transform - PlayerGunSelector.cs
17:45 Move IK code to PlayerIK.cs. Play Animation based on Gun Type
18:53 Move Aim Transform Based on Camera - PlayerAction.cs
20:30 Demo with Animation Rigging and IK
20:57 Limit Camera Movement to Roughly Match Animation Rigging Constraints - ThirdPersonController.cs
22:26 Final Demo, Closing Thoughts, & How to Support LlamAcademy