Unite 2016 - Mecanim Bonsai: Lessons from Firewatch and ReCore

Using real-world examples from Firewatch and Recore, this talk goes through what it takes to make shipping quality animation controllers in Mecanim. It explains how to set up a First-Person character with full body awareness and how the team at Armature set up their AI to work with a variety of body types. It also shows the use of Animation Events, how to extend them with ScriptableBehaviors, and how to structure a Mecanim graph that has to last years.
William Armstrong - Unity Technologies

Пікірлер: 33

  • @muzboz
    @muzboz Жыл бұрын

    I had to watch this several times, and take notes on paper, to really get all the great details to sink in! I learnt the most when literally drawing the different Mecanim layers down on paper, and really thinking about how they are set up, etc. Phewf! Lots to understand. :D

  • @alexchesser5209
    @alexchesser52096 жыл бұрын

    @Unity - this was an incredibly valuable. There were a few advanced options that I'd like to see expanded on. Specifically OverrideControllers and clamping. So much of this went by so quickly though. Perhaps this can be explored in a Unity live training session? Something a little longer and technically detailed.

  • @ethancossett7318
    @ethancossett73182 жыл бұрын

    This entire video is absolute solid gold. Thanks, William!

  • @IgorAherne
    @IgorAherne6 жыл бұрын

    Excellent presentation! was looking a lot for these tips

  • @christopherferry5757
    @christopherferry57572 жыл бұрын

    Was afraid I wasnt going to find this talk, so glad I did.

  • @samwalter17
    @samwalter172 жыл бұрын

    One of the best talks I have seen, brilliant stuff! Thank you

  • @muzboz
    @muzboz2 жыл бұрын

    Some excellent stuff covered here. Nice, thank you!

  • @GlassVaultStudio
    @GlassVaultStudio11 ай бұрын

    Excellent workflows, thanks for sharing.

  • @0x8080
    @0x80804 жыл бұрын

    This was incredibly useful.

  • @michaelp8376
    @michaelp8376 Жыл бұрын

    Valuable info. Just what I needed!

  • @ricniclas
    @ricniclas Жыл бұрын

    Wonderful talk! Thank you so much for the help

  • @entertainmentoverloaded5700
    @entertainmentoverloaded57002 жыл бұрын

    Thank you very much...I have learned lot of things.

  • @rodolforubens
    @rodolforubens7 жыл бұрын

    13:24 unity needs to address this!

  • @rodolforubens

    @rodolforubens

    7 жыл бұрын

    somehow..

  • @farfi55

    @farfi55

    3 жыл бұрын

    I know your comment is 3 years old but still... I would think something like an animations array where you chose using a parameter, so like a blend tree but without the interpolation

  • @Tharindu87

    @Tharindu87

    3 жыл бұрын

    @@farfi55 I think we could use script to changed the animation in an animator state now, using an override controller. You can have the actual animation contained in the item game object and inject it into the animator state during runtime. It's valuable over the mess that's shown here. No disrespect to the author of that tree though. They did what they could with what they had.

  • @jdigi78

    @jdigi78

    3 жыл бұрын

    Just use a float with a blend tree and set each motion in the tree to a different whole number

  • @pRoFlT

    @pRoFlT

    3 жыл бұрын

    okay 5 years now? but why not just create a scriptable object with animation info. drop into a script with a list. pick which animation to play and animator.play(scriptable object reference)? Why create this mess of animations ugh so much of a pain. Only thing im not sure is if you get blend doing it this way?? there must be a better way than what they did.

  • @ZefugiLive
    @ZefugiLive3 жыл бұрын

    Saved my bacon. Thank you.

  • @unnesflash4917
    @unnesflash49176 жыл бұрын

    is there a book explaining this ?

  • @A5tr0101
    @A5tr010110 ай бұрын

    Hey, why does my empty state with no motion create an animation duration/ freeze as it decides the conditions, how to fix it?

  • @gustavosalmeron2013
    @gustavosalmeron20132 жыл бұрын

    This whole mess is the reason I don't use a lot of Animator transitions. It's just... prone to chaos.

  • @AnthonyTopper
    @AnthonyTopper Жыл бұрын

    I really wish Animator Controller Parameters supported enum.

  • @DommageCollateral
    @DommageCollateral2 жыл бұрын

    why didnt they use ik for grabing stuff? like scripted animation

  • @omerpasa3328
    @omerpasa3328 Жыл бұрын

    what about 2d?

  • @erobusblack4856
    @erobusblack48563 жыл бұрын

    Thats would be a virtual being

  • @DommageCollateral
    @DommageCollateral2 жыл бұрын

    this tutorials only works for the main player. having this for all ais will be very slow

  • @erobusblack4856
    @erobusblack48563 жыл бұрын

    So imagine this as an ai npc with ml agent and a GPT-3 or GPT-NEO

  • @ash_does_dash
    @ash_does_dash3 жыл бұрын

    Nightmare

  • @789blablajaja7

    @789blablajaja7

    Жыл бұрын

    "Mecanim is Visual scripting. By the way, here is our equivalent of a 41 entries long if-else chain."

  • @Hawkadium
    @Hawkadium5 жыл бұрын

    Why does he call it Mecanim and not Mecanim.

  • @sugaristhenewwhite

    @sugaristhenewwhite

    3 жыл бұрын

    They are both the same thing?

  • @sicfxmusic

    @sicfxmusic

    2 жыл бұрын

    I'm quite sure he said Mecanim and not Mecanim.