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These are the user uploaded subtitles that are being translated: 1 00:00:03,530 --> 00:00:09,290 So I checked that on the mobile, and I got 60 frames per second, very easy. 2 00:00:09,470 --> 00:00:13,190 Didn't really drop below 50 at any point in time. 3 00:00:13,200 --> 00:00:18,620 So hopefully you've got a really good frame rates as well on your mobile device so that we know that 4 00:00:18,620 --> 00:00:19,540 this works now. 5 00:00:20,840 --> 00:00:26,090 It's always important just to check it at stages as you're working through this, just to ensure that 6 00:00:26,090 --> 00:00:28,730 it's not falling too low on your mobile device. 7 00:00:29,180 --> 00:00:33,230 Don't leave it right till the end of the project to actually test it on the mobile device. 8 00:00:34,040 --> 00:00:34,430 OK. 9 00:00:34,790 --> 00:00:42,620 You can also have a remote set up so you can use an emulator effectively to emulate a mobile device. 10 00:00:42,950 --> 00:00:49,550 It's not as effective as actually testing it on the device itself because it's still technically running 11 00:00:49,550 --> 00:00:50,260 on PC. 12 00:00:50,270 --> 00:00:53,240 So it's relying on the PC architecture to run. 13 00:00:53,570 --> 00:00:56,300 You can get misleading information on your mobile device. 14 00:00:56,690 --> 00:01:02,960 It's always better to actually export an EPC and then actually install it on your mobile device to see 15 00:01:02,960 --> 00:01:06,050 it as it's going to effectively run as an end product. 16 00:01:06,590 --> 00:01:07,010 OK. 17 00:01:07,640 --> 00:01:12,150 So what we're going to do now, we're going to actually put in the arms the player arms. 18 00:01:12,230 --> 00:01:20,750 OK, so I'm just going to switch off my gizmo for the moment and then find the low poly FPS pack and 19 00:01:20,750 --> 00:01:21,740 the components. 20 00:01:22,250 --> 00:01:26,090 And then we should have some measures and the arms. 21 00:01:26,930 --> 00:01:29,220 OK, and I'm going to be using the hand gun. 22 00:01:29,390 --> 00:01:30,200 Zero one. 23 00:01:31,280 --> 00:01:34,670 And I'm just going to drag these into the hierarchy. 24 00:01:35,300 --> 00:01:35,660 OK. 25 00:01:36,020 --> 00:01:40,780 Now, I want them to be roughly in the same position as the main camera. 26 00:01:40,790 --> 00:01:44,690 So I'm just going to drag my arms and zero one onto the parent. 27 00:01:45,590 --> 00:01:50,180 OK, and where I have my main camera currently position at zero zero zero. 28 00:01:50,630 --> 00:01:55,520 So I want my arms to also be positioned at zero zero zero to begin with. 29 00:01:58,180 --> 00:02:01,840 All right, so they're in the same position as the camera now. 30 00:02:02,170 --> 00:02:07,060 And now it's just a case of actually moving around the arms until they match up in the viewport. 31 00:02:09,370 --> 00:02:17,320 OK, so I'm just going to kind of move down on the wire a little bit and just move it over just a little 32 00:02:17,320 --> 00:02:21,310 bit, and then might actually just push it forward on the see just a little bit. 33 00:02:21,760 --> 00:02:22,150 All right. 34 00:02:22,330 --> 00:02:23,770 I think that looks relatively good. 35 00:02:24,160 --> 00:02:28,570 Now just make sure that the arms are actually attached to the main camera, not to the parent. 36 00:02:28,960 --> 00:02:34,420 So now that they're lined up perfectly, just going to click and drag on to the main camera. 37 00:02:34,870 --> 00:02:38,860 This means that wherever the main camera goes, the arms will then follow. 38 00:02:40,090 --> 00:02:45,250 Now, at the moment, it has an animator, but no animator controller. 39 00:02:45,700 --> 00:02:46,060 OK. 40 00:02:46,420 --> 00:02:53,950 So if I go to window animation and animator, this will open this window. 41 00:02:54,310 --> 00:02:55,940 And currently, there's nothing in there. 42 00:02:55,960 --> 00:03:03,100 OK, so we need to create something that allows us then to use any of these animations that you can 43 00:03:03,100 --> 00:03:03,670 see here. 44 00:03:05,470 --> 00:03:07,390 OK, so I'll do so inside of this folder. 45 00:03:07,390 --> 00:03:17,220 I'm going to right click, Choose, Create and an animator controller, and I'll call this arms, which 46 00:03:17,620 --> 00:03:18,160 is fine. 47 00:03:18,550 --> 00:03:23,020 Then on as soon as you do that, by the way, you get these little blocks that show up and you're on 48 00:03:23,020 --> 00:03:29,050 the Matur window, because now you've got an actual controller just going to click on the arms and on 49 00:03:29,050 --> 00:03:36,370 zero one, drag this into the controller so that now it's bound or it's binding the other to the arms. 50 00:03:36,950 --> 00:03:38,200 It's going to be controlling those. 51 00:03:38,650 --> 00:03:42,940 So the first animation I want from the list is going to be the idol. 52 00:03:44,080 --> 00:03:45,050 So let me find. 53 00:03:45,160 --> 00:03:47,320 I've got Idol at and gone. 54 00:03:47,900 --> 00:03:50,440 Now, if you want to check that out and see what it looks like, just click on it. 55 00:03:50,800 --> 00:03:51,940 Then you can press play. 56 00:03:52,270 --> 00:03:53,500 This is currently what it looks like. 57 00:03:53,500 --> 00:03:55,840 It's just this Idol animation. 58 00:03:57,670 --> 00:03:59,830 It is set to loop, which is important. 59 00:04:00,770 --> 00:04:03,740 And so I'm just going to click and drag that into here. 60 00:04:03,760 --> 00:04:05,680 Now, that's the animation that will play. 61 00:04:06,070 --> 00:04:11,410 So if you go over to my simulator now, the UN should actually start to animate. 62 00:04:14,360 --> 00:04:14,870 There we go. 63 00:04:15,020 --> 00:04:22,940 Now we've got the Idol animation actually play OK now in terms of the materials and those kind of things, 64 00:04:23,000 --> 00:04:25,130 and we'll change those later. 65 00:04:25,640 --> 00:04:27,620 It doesn't look too effective at the moment. 66 00:04:28,760 --> 00:04:32,240 But over in the animator, every now and then we're going to want to shoot. 67 00:04:32,690 --> 00:04:33,080 All right. 68 00:04:33,080 --> 00:04:35,450 So let's find our shoot animation. 69 00:04:36,230 --> 00:04:36,920 So. 70 00:04:39,590 --> 00:04:41,420 I think it's going to be this 71 00:04:44,510 --> 00:04:46,820 fire and gun, let's take a look. 72 00:04:48,210 --> 00:04:49,570 OK, that's when it comes back. 73 00:04:49,580 --> 00:04:51,080 Let's see, five polls. 74 00:04:52,000 --> 00:04:52,670 Oh, nothing. 75 00:04:53,120 --> 00:04:55,220 So fire and gun. 76 00:04:56,470 --> 00:05:02,590 Yeah, I quite like this one, I think this fire and make sure this one is not looped, which it isn't 77 00:05:02,590 --> 00:05:03,280 to begin with. 78 00:05:03,850 --> 00:05:05,500 You only want this to play once. 79 00:05:05,800 --> 00:05:08,710 OK, so I'm going to drag it up into this window. 80 00:05:09,400 --> 00:05:12,370 Notice that this one is great and the other one is orange. 81 00:05:12,670 --> 00:05:16,540 Orange basically means that is the default animation will play over and over again. 82 00:05:16,980 --> 00:05:22,660 A gray block means that it's a secondary animation needs to be called using a transition. 83 00:05:23,260 --> 00:05:29,200 So if I right click on the hand gun and choose make transition, that will allow me to connect the two 84 00:05:29,200 --> 00:05:30,160 animations together. 85 00:05:31,060 --> 00:05:36,730 I'll click on this line shows and the transitions between these. 86 00:05:37,930 --> 00:05:39,780 At the moment, there are no conditions. 87 00:05:39,790 --> 00:05:42,550 So it will go directly from this animation to that animation. 88 00:05:43,060 --> 00:05:48,670 If I show you what this looks like, in fact, let me just right click make transition going back to 89 00:05:48,670 --> 00:05:50,980 idle so that we have this constant loop. 90 00:05:51,760 --> 00:05:57,100 If I show you what this looks like at the moment, OK, he's going to play an Idol animation and then 91 00:05:57,100 --> 00:05:57,820 he's going to shoot. 92 00:06:00,880 --> 00:06:02,290 OK, wait for that. 93 00:06:02,440 --> 00:06:03,040 There we go. 94 00:06:03,080 --> 00:06:04,900 And we got to shoot them back to Idol again. 95 00:06:05,290 --> 00:06:10,360 Well, what we want is only for the shoot to actually up and when we press a button on screen. 96 00:06:10,930 --> 00:06:16,600 OK, so to do that, we're going to go over to our parameters and we're going to choose one of our parameters 97 00:06:16,600 --> 00:06:17,500 using the plus button. 98 00:06:18,040 --> 00:06:21,220 And the one that we want is actually a trigger trigger. 99 00:06:21,220 --> 00:06:24,070 We'll just simply play the animation once in return. 100 00:06:24,550 --> 00:06:26,350 So I'm going to call this fire. 101 00:06:28,150 --> 00:06:36,100 Now, what I can do and on this transition, going this way down to the fire, oh, my conditions, 102 00:06:36,100 --> 00:06:39,640 I can click plus and just call that a trigger. 103 00:06:40,150 --> 00:06:40,510 OK. 104 00:06:40,720 --> 00:06:42,280 Make sure it doesn't have exit time. 105 00:06:42,790 --> 00:06:46,930 If it does exit time, you have to play the entire idle animation before play in the fire. 106 00:06:47,440 --> 00:06:51,760 If it doesn't have exit, time immediately goes from idle to fire. 107 00:06:52,480 --> 00:06:57,430 OK, now the transition going back should have no conditions and it should have exit time. 108 00:06:57,910 --> 00:07:01,840 That means it has to play the entire fire on the motion and then it goes back to idle. 109 00:07:02,470 --> 00:07:08,170 OK, so if I play through the simulator now, you will notice that it will only play idle animation. 110 00:07:08,560 --> 00:07:12,100 You will never see it fire because that trigger never gets set. 111 00:07:15,000 --> 00:07:16,140 OK, great. 112 00:07:17,970 --> 00:07:22,380 So that's what we want and now we might also need to reload. 113 00:07:22,650 --> 00:07:23,460 I'm going as well. 114 00:07:24,120 --> 00:07:26,760 And so let me find on the animation. 115 00:07:29,340 --> 00:07:32,460 I think it's reload out of ammo. 116 00:07:33,570 --> 00:07:33,840 Yeah. 117 00:07:33,900 --> 00:07:35,220 So and we've got this. 118 00:07:35,790 --> 00:07:40,560 So let's drag this one up and I'm going to put this maybe in this position. 119 00:07:42,000 --> 00:07:45,720 In fact, we'll probably only ever call it from the idle, never from the firing. 120 00:07:46,290 --> 00:07:48,060 So I'll put it up here, which is fine. 121 00:07:48,840 --> 00:07:52,200 Once again, going to right click make transition to the reload. 122 00:07:52,470 --> 00:07:53,160 Right click. 123 00:07:53,190 --> 00:07:54,600 Make transition back. 124 00:07:55,200 --> 00:07:55,500 OK. 125 00:07:55,920 --> 00:08:00,840 But once again, this is just going to play now no matter what, because it doesn't have any conditions. 126 00:08:01,260 --> 00:08:04,170 So let's once again to another trigger. 127 00:08:04,730 --> 00:08:06,480 Let's call this reload. 128 00:08:08,770 --> 00:08:15,850 So on the transition going from idle to reload, let's make sure it does a condition of reload. 129 00:08:17,560 --> 00:08:23,620 Just called up and it doesn't have exit time, and then the transition back plays the entire animation 130 00:08:23,620 --> 00:08:24,820 because of the exit times. 131 00:08:25,180 --> 00:08:26,130 There's no conditions. 132 00:08:26,150 --> 00:08:29,860 It goes immediately back to idle or excellent. 133 00:08:29,890 --> 00:08:33,910 So now we've set up our animations for our arms. 134 00:08:34,480 --> 00:08:38,520 Now, at the moment, the arms look pretty weird because the material. 135 00:08:38,590 --> 00:08:45,340 So if we just check the material and believe it's on arms, it's using the standard shader. 136 00:08:46,090 --> 00:08:47,650 And that's why it looks kind of crazy. 137 00:08:48,130 --> 00:08:53,680 So what they want to do is go over to Mobile and choose on that, OK? 138 00:08:53,700 --> 00:08:56,470 And then instantly it kind of matches this scene a lot better. 139 00:08:56,920 --> 00:08:59,600 Now, you don't get those nice kind of. 140 00:09:01,000 --> 00:09:03,220 I'll just show you if we go back to standard. 141 00:09:03,580 --> 00:09:08,890 You can see all all the kind of like variations of light on the arms. 142 00:09:09,280 --> 00:09:13,960 Well, if we choose mobile one, you kind of lose a lot of that. 143 00:09:14,360 --> 00:09:17,500 But I kind of like this cartoony style. 144 00:09:17,860 --> 00:09:24,040 If you still want to see that that light, bump it off that I think the fuse will give you slightly 145 00:09:24,040 --> 00:09:24,310 better. 146 00:09:24,790 --> 00:09:27,070 But once again, it's very dark. 147 00:09:27,460 --> 00:09:30,130 Not simply because our directional light is switched off. 148 00:09:32,560 --> 00:09:37,500 If I were to put on to mix something real time. 149 00:09:38,050 --> 00:09:38,250 No. 150 00:09:38,750 --> 00:09:40,000 OK, doesn't want to do that. 151 00:09:40,960 --> 00:09:42,820 It's just really dark, basically. 152 00:09:42,820 --> 00:09:48,130 So I'm going to change it up to Omlet. 153 00:09:49,660 --> 00:09:56,160 I'd much prefer that we've also got the gun as well, by the way, which also has its own material on 154 00:09:56,160 --> 00:09:57,410 that standard. 155 00:09:57,440 --> 00:10:00,800 Let's go to Mobile and Omlet. 156 00:10:00,860 --> 00:10:01,630 OK, that we got. 157 00:10:01,680 --> 00:10:02,300 That's much better. 158 00:10:02,750 --> 00:10:05,510 And I also believe that we've got. 159 00:10:09,030 --> 00:10:09,930 Oh, no, they're fine. 160 00:10:10,380 --> 00:10:11,880 They're sharing the same material. 161 00:10:12,300 --> 00:10:13,980 We've also got a knife as well. 162 00:10:14,220 --> 00:10:17,040 All right, so take a look at the knife. 163 00:10:18,870 --> 00:10:21,080 It's probably never going to use the knife. 164 00:10:21,090 --> 00:10:23,730 So what we can do here is actually get rid of this. 165 00:10:24,270 --> 00:10:31,230 So whenever you've got an item that's blue basically means it's a prefab and it's attached to this original 166 00:10:31,230 --> 00:10:32,160 object here. 167 00:10:32,670 --> 00:10:39,630 So if I right click on it, choose prefab and unpack completely how it gets rid of that blue. 168 00:10:39,630 --> 00:10:41,700 And it's no longer attached to this now. 169 00:10:41,860 --> 00:10:45,300 Now only exists in this particular scene. 170 00:10:45,870 --> 00:10:49,290 So I can actually modify this without changing the original. 171 00:10:49,950 --> 00:10:51,180 So I can click on the knife. 172 00:10:51,390 --> 00:10:52,890 Just press delete to get rid of that. 173 00:10:52,890 --> 00:10:53,520 We don't need it. 174 00:10:54,300 --> 00:10:54,660 OK. 175 00:10:55,980 --> 00:11:02,460 Now, if I move over to shaded wireframe, what we're going to see is that most of our objects are really, 176 00:11:02,460 --> 00:11:06,000 really low poly except for our arms. 177 00:11:06,270 --> 00:11:06,770 OK. 178 00:11:07,560 --> 00:11:09,480 And particularly that good as well. 179 00:11:09,480 --> 00:11:14,970 If you take a look at the gun, it's got loads and loads of polygons on there, and we just don't need 180 00:11:15,450 --> 00:11:17,670 it to be that high detailed. 181 00:11:18,060 --> 00:11:23,250 So what they've done is reduce the amount of polygons for this model. 182 00:11:23,550 --> 00:11:27,590 You can do that yourself in Blendr for any any models you want. 183 00:11:27,600 --> 00:11:30,180 And I've got that video on YouTube that shows you how to do that. 184 00:11:30,870 --> 00:11:40,830 And so if we go to mobile game resources, low poly arms actually reduce the polygons. 185 00:11:41,190 --> 00:11:48,720 So if I go to a handgun where we can see our mesh and can zero one, we're going to replace this with 186 00:11:48,720 --> 00:11:50,820 zero three and zero one. 187 00:11:51,900 --> 00:11:54,900 Instantly it's reduced in terms of polygons. 188 00:11:55,500 --> 00:11:55,830 OK. 189 00:11:56,670 --> 00:12:04,170 We also have the angle zero one I insight's, which is this one like this or the mesh in there. 190 00:12:04,180 --> 00:12:07,620 It simplifies it and the arms as well. 191 00:12:07,950 --> 00:12:09,660 So you can see the mesh for the arms. 192 00:12:09,990 --> 00:12:11,460 Let's drag this in here. 193 00:12:12,300 --> 00:12:14,130 And it's Avale simplified. 194 00:12:14,640 --> 00:12:15,030 OK. 195 00:12:15,300 --> 00:12:19,980 Now, it's not taking up as much space in memory. 196 00:12:19,980 --> 00:12:27,000 And in terms of actually drawing, it is so much easier because there are there are fewer vertices, 197 00:12:27,240 --> 00:12:29,580 which also means that it's easier to animate. 198 00:12:31,050 --> 00:12:35,070 And so if you take a look, if there was simulator, pretty much no change whatsoever. 199 00:12:35,570 --> 00:12:37,260 All it still looks exactly the same. 17918

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