All language subtitles for 31. Parent, Child & Animation

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Original subtitles

1 1

[MUSIC] 2

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So far, we've been pretty basic with our animation. 3

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A little bit fast and loose, if I might admit, in terms of how we've set it up. 4

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We've been doing the quick and easy way, but I wanna go deeper in this video, 5

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and show you more about animation, so that you truly understand what's going on. 6

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And the first thing for us to look at and remind ourselves of, is the relationship 7

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between parent and child, and let me just be super duper clear. 8

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I'm gonna get one of my sprites. 9

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I'm not using it at the moment. 10

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You don't have to do this. 11

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This is all for illustration at the moment. 12

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We have a star, and you can see the star comes into our hierarchy. 13

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To make it really clear, I'm gonna rename this, Star = Parent. 14

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This is at the parent level, and I'm gonna change the color of it to red, 15

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so we know what's going on there. 16

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Now, I'm going to drag in another star on top of the parent, 17

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and that becomes a child. 18

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We've done this a bunch of times, so 19

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it should be really clear what's going on here, Star_Child, okay. 20

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And then, this one, I will move a little bit. 21

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You can see it starts off over on there. 22

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If I reset the transform of the child, then, 23

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it's gonna be sitting right on top of the parent. 24

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But I move it a little bit to the side, and we'll shrink it down a little bit, 25

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cuz children are often a little bit smaller than their parents. 26

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Now, this is the parent, and this is the child. 27

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Let me show a couple of slides just to make this really, 28

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really clear what we're talking about here. 29

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So we have the parent, we have the child. 30

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The parent, its transform is relative to the world. 31

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So for example, if it's at 0,0, then it's at the world origin. 32

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And the child, the transform is relative to the parent. 33

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So if it's 0-0, it's centered on the parent. 34

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We know this, we've done this before. 35

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But just to remind us, this is building to something, I promise you. 36

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So if I put my transform here at zero and zero, 37

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you can see it's right down in the origin. 38

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I'll just change my sprite renderer to seven, so that it appears on top. 39

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For both of these guys, just to if we're playing around a bit there. 40

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So it's right at the 0,0, whereas, the child has a position of 0.04. 41

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So put that at 0,0, okay. 42

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It's at 0,0, they're both at 0,0. 43

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If I move the child to the left, then, 44

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it's going to be at the negative 2 away from the parents. 45

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So a negative 2 units, to the left on the x-axis, is negative from the parent, okay. 46

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So that's what we're doing here, 47

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changes made to the transform, at the parent level will be applied to the child. 48

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So you saw that I did this with a transform. 49

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I moved it, so with the position within the transform. 50

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So I move it, and, as I move the parent, 51

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the child moves as well, relative to the parent. 52

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What happens if we change the scale of the parent? 53

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So while selected on parent, 54

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if we increase the scale of the parent, the child also increases, and 55

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you can see the relationship between the distance changes, as well. 56

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It scales that whole relationship. 57

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So it is now applying a scaling of two point. 58

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We'll make it easy. 59

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We'll say three, three, three, and three, the A Zed doesn't matter, but 60

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we'll do that nonetheless, all right, messed that up a little bit. 61

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Okay, three, three, three, now it's gonna be applying a scale of three 62

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to this positioning of the child, which is a position of minus two. 63

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Now, changes made to the Child only impact the child, so if I go and 64

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change the scaling of the child, it doesn't do anything to the parent. 65

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I move it around independently. 66

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Okay, we're building to something here, I promise you. 67

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How does it impact animation? 68

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That's what we're building towards. 69

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The animator placed at the parent level can animate the renderers of Parent and 70

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Children, whereas, the Animator placed on the Child can only drive me 71

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animations of the Child and its Children, so I'd show you this here. 72

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If I place an animator at the Parent level, so Add Component animate tool. 73

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This is what drives animations. 74

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Then, it can see the child, and the way that we're gonna do that, is, 75

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we haven't done a lot of this, but we'll do this in a little bit more detail her. 76

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So if I click on the parent, add an animate tool, 77

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and now, I need, what, an animated controller, so 78

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we'll set ourselves up, just for now, a little test folder in here. 79

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I'll create a Create Folder Test, and 80

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a little note to myself to delete, cuz this is only for illustrative purposes. 81

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And within here, we'll right click Create Animator Controller, 82

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and this will be ParentTest. 83

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Okay, now, while clicking on the parent, I drag over the ParentTest. 84

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So it has an animator. 85

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And remember, animator, sorry, an animator controller. 86

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Animator controller is what drives all the various animations. 87

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Now, what can we do in here? 88

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You can see while clicked on our parent, which is accessing our 89

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parent test animator controller, we have to begin animating the star parent. 90

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Create an animation clip. 91

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So this is another way for us to create animations. 92

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We haven't done it this way before. 93

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We've done it a more drag and drop way, but let's do it this slower way, so 94

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we really clear and deliver it. 95

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We'll click Create, it's gonna ask us where we want to create our new animation. 96

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So we'll call this just Animation 1, we'll call it Test Animation 1, 97

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just to be super clear that we're getting rid of all this stuff. 98

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And now you can see we have our animation ready and raring. 99

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And something that we haven't played round with it yet here, is Add Property. 100

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Now, when I click on Add Property, 101

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it will show me all of the things that I can Animate. 102

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I have the transform, which is referring to the parent's transform. 103

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You see, if I open that up, position scale rotation. 104

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Let's just do something on there. 105

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Click the plus button. 106

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Now, if you're not finding the plus button, 107

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let me just open up one of these to see if I can simulate this, okay. 108

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If you're not finding the plus button like I had the other day, 109

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you might need to move this little slidey bar. 110

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At the moment, it all fits on my screen, but depending upon your resolution, 111

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sometimes, that plus button disappears, which is a real pain. 112

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But anyway, click on the plus. 113

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Now, it lets us animate. 114

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So it's gonna take the sprite. 115

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From the sprite renderer, whatever was our sprite that we had in there, 116

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we're just going to place it at the start and place it at the end. 117

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That is the sprite. 118

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We can go in there and do what we did before. 119

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So we can click on record, we can move it midway, 120

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we can move it down a little bit, and then click off record. 121

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So that's our animation, up and down. 122

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Okay, very cool, up and down. 123

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We can also add properties for the child. 124

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So see here, how we've got the star child? 125

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If we open that up, now, we can see that we have a transform, and 126

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we also have a sprite renderer. 127

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The sprite renderer is particularly important if we have 128

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a sprite sheet with a whole bunch of animations on it. 129

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Would go into the sprite renderer, scroll down. 130

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This is the thing I was doing that before. 131

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I need to, [SOUND], see that? 132

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Man, I lost a lot of time trying to find that. 133

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Figure out why it wasn't working when I double-clicked on it the other day. 134

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But it's cuz the plus is there. 135

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And then, we'll click on plus. 136

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We'll get to that approach in a moment. 137

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But for now, we'll just play around with the transform. 138

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So child transform. 139

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Click on, we'll use position as well for now. 140

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Click on plus for that. 141

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Now, we can independently animate the parent and the child. 142

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So if I open up child, I can see my x, y's, add code. 143

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So I can click Curves to get these things curves. 144

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But we'll just say as it's going up and 145

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down, we will be clicked on child a record. 146

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I'll move the child a little bit to the left, and then, unrecord, 147

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and so, as it's moving, you can see the child is going in and out to the left. 148

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But the parent's going up and down. 149

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But the child keeps the parent's animation, 150

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cuz the parent is moving up and down. 151

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Therefore, everything below it is going to be moving up and down. 152

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Okay, let us do a, just very quickly, do a slightly different approach, 153

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I'm gonna duplicate my parent and child. 154

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And I will remove the animator from the parent, remove component. 155

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I will add the animator to the child, so here we have an animator on the child. 156

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And now, I need to create myself another Animated controller. 157

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We'll call this child test. 158

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I think you already know what's gonna go on here, but I wanna be really clear. 159

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If we drag the child test animator controller into the animator, okay. 160

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Now, that's great. 161

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And while clicking on the child, 162

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if we create an animation, this will be test animation two. 163

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Okay, test animation two, on the chart, if we go to add property, 164

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you can see we have a transform, and we have a sprite renderer. 165

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We don't have an option for parent and chart. 166

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All we are seeing is the child, so just super quickly to illustrate that, 167

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you know what I'll move these guys a little bit out of the way. 168

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They're currently sitting right on the top of the things I duplicated it from. 169

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So we will move these up to the top. 170

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Just to be very clear, this is our second pair we're working with here, 171

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up to the top. 172

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If I click on child, 173

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add property, transform, there is no other options deeper below. 174

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Click on the plus, move it to there, and do what we will, and just scale it. 175

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Just to do something different, scale and record. 176

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Now, as I drag along, you can see it gets bigger and stays big, as well. 177

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And it's only animating the chart. 178

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And then, the final thing I wanna show you in here, is at the moment we have, 179

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we'll take our first pair. 180

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We have parent and child. 181

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If I was to get rid of this particular child, and 182

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I will create a new empty game object, I'll call this new child. 183

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Congratulations, you have a baby. 184

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So we have a new child and parent. 185

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If I click on parent, and I have my animator, when I go 186

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to look within here, see first of all the fact that I've deleted the previous child, 187

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now, it's saying start child the one that I had before that I've deleted. 188

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Position missing, it doesn't know what is going on. 189

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So we have to right click and remove properties, it's gone, cuz we deleted it. 190

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Now, if I click on the Parent, and go to Poperty, you can see that at 191

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the parent level, we have Transform, and we have the Sprite Renderer. 192

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And in the Sprite Renderer, we can do a bunch of things, we can change the color, 193

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if we have multiple sprites from a sprite sheet, we can add all of those. 194

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When I look at the child, I only see the transform. 195

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That's because the child doesn't yet have a, what? 196

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It doesn't have a sprite renderer. 197

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This is really important when it comes to animating sprite sheets. 198

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We need to have a sprite renderer, so that when I drill into the, 199

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sorry, when I add property and drill into this. 200

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So here is my new child. 201

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Now, I can see a sprite rendere, and I can do a whole bunch of stuff to that. 202

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We can have the parents' animator, render, something of the child, but 203

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in this case, where we have the animator on the animator on the child, we can 204

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animate the render of the child, but we can't animate the renderer of the parent. 205

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It doesn't look upwards like that. 206

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Okay, and one more thing I wanna talk about is, and this is the main 207

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reason that we're having this conversation now, is we're gonna add a couple of 208

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animation events, and we need to make sure everything is lined up perfectly, 209

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is that the animator can see methods at the same level, not above, and not below. 210

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So an animator placed here, at the parent level, cannot use 211

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an animation event to call a method on a script here on the child level. 212

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So for example, if we have, where are we? 213

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We're gonna have to make some changes. 214

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We'll have a look at our cactus. 215

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The moment the cactus, we have the defenders script on the upper 216

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level of the cactus, and on the body, we have the animator and 217

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the sprite renderer, and the shooter and a couple of other things. 218

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So the animator can see our shooter script, that's why we'll able to add or 219

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we can't add animation events in there, but we cannot 220

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access anything that's on the defender's script, for example, from our animator. 221

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So the golden rule here, is I've led you down a little bit of a slight side 222

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alley that we're gonna fix up operationally, is put all of your scripts 223

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at the parent level, and your animator at the parent level. 224

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The most important thing is to have the animator at the parent level, 225

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cuz then you can drill down and animate anything below. 226

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But also, therefore, we need to have our scripts at the parent level as well, 227

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so that it can talk to the animator. 228

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But if I was to go and move that script, now, 229

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from the body, so if I was to remove that script from here, 230

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remove component, add it to the parent level shooter. 231

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Now, when we go back to the animator, 232

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don't worry about the fact that those haven't been filled in yet. 233

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We go back to the animator on the body level. 234

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We click on the animation, which is on the animator. 235

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Looking, it doesn't find fire, it doesn't know where it is. 236

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So therefore, we're up to a challenge to recreate a couple of characters, 237

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we created not quite perfectly. 238

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For the lizard and the cactus, set them up with a proper parent child relationship. 239

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And at the moment, we have the Lizard. 240

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It doesn't have a body on it, so we're gonna create a body. 241

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Put the sprite renderer of the Lizard onto the body. 242

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And then, we'll need to recreate those animations. 243

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And then, make sure the parent has all the scripts, as well as the animator. 244

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Make sure the child, or we'll call it the body, has a renderer on it. 245

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And then, to animate your characters. 246

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So for 247

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those couple of characters that we've created back to front, trophy is okay. 248

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We created the trophy, [SOUND] right here. 249

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We made sure we're careful about that. 250

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It has parent level with the animator and the scripts we're putting there. 251

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And then, it has children underneath that we can animate, no problem. 252

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So jump in, take on that challenge to recreate your Lizard and your Cactus. 253

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And I will go through my solution in the next video. 254

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So when you're done, jump onto the next video, and I'll see you there soon.

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