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So I checked that on the mobile, and I got 60 frames per second, very easy.
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Didn't really drop below 50 at any point in time.
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So hopefully you've got a really good frame rates as well on your mobile device so that we know that
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this works now.
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It's always important just to check it at stages as you're working through this, just to ensure that
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it's not falling too low on your mobile device.
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Don't leave it right till the end of the project to actually test it on the mobile device.
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OK.
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You can also have a remote set up so you can use an emulator effectively to emulate a mobile device.
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It's not as effective as actually testing it on the device itself because it's still technically running
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on PC.
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So it's relying on the PC architecture to run.
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You can get misleading information on your mobile device.
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It's always better to actually export an EPC and then actually install it on your mobile device to see
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it as it's going to effectively run as an end product.
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OK.
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So what we're going to do now, we're going to actually put in the arms the player arms.
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OK, so I'm just going to switch off my gizmo for the moment and then find the low poly FPS pack and
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the components.
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And then we should have some measures and the arms.
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OK, and I'm going to be using the hand gun.
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Zero one.
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And I'm just going to drag these into the hierarchy.
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OK.
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Now, I want them to be roughly in the same position as the main camera.
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So I'm just going to drag my arms and zero one onto the parent.
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OK, and where I have my main camera currently position at zero zero zero.
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So I want my arms to also be positioned at zero zero zero to begin with.
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All right, so they're in the same position as the camera now.
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And now it's just a case of actually moving around the arms until they match up in the viewport.
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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
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bit, and then might actually just push it forward on the see just a little bit.
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All right.
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I think that looks relatively good.
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Now just make sure that the arms are actually attached to the main camera, not to the parent.
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So now that they're lined up perfectly, just going to click and drag on to the main camera.
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This means that wherever the main camera goes, the arms will then follow.
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Now, at the moment, it has an animator, but no animator controller.
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OK.
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So if I go to window animation and animator, this will open this window.
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And currently, there's nothing in there.
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OK, so we need to create something that allows us then to use any of these animations that you can
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see here.
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OK, so I'll do so inside of this folder.
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I'm going to right click, Choose, Create and an animator controller, and I'll call this arms, which
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is fine.
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Then on as soon as you do that, by the way, you get these little blocks that show up and you're on
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the Matur window, because now you've got an actual controller just going to click on the arms and on
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zero one, drag this into the controller so that now it's bound or it's binding the other to the arms.
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It's going to be controlling those.
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So the first animation I want from the list is going to be the idol.
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So let me find.
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I've got Idol at and gone.
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Now, if you want to check that out and see what it looks like, just click on it.
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Then you can press play.
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This is currently what it looks like.
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It's just this Idol animation.
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It is set to loop, which is important.
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And so I'm just going to click and drag that into here.
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Now, that's the animation that will play.
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So if you go over to my simulator now, the UN should actually start to animate.
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There we go.
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Now we've got the Idol animation actually play OK now in terms of the materials and those kind of things,
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and we'll change those later.
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It doesn't look too effective at the moment.
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But over in the animator, every now and then we're going to want to shoot.
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All right.
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So let's find our shoot animation.
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So.
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I think it's going to be this
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fire and gun, let's take a look.
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OK, that's when it comes back.
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Let's see, five polls.
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Oh, nothing.
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So fire and gun.
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Yeah, I quite like this one, I think this fire and make sure this one is not looped, which it isn't
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to begin with.
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You only want this to play once.
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OK, so I'm going to drag it up into this window.
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Notice that this one is great and the other one is orange.
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Orange basically means that is the default animation will play over and over again.
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A gray block means that it's a secondary animation needs to be called using a transition.
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So if I right click on the hand gun and choose make transition, that will allow me to connect the two
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animations together.
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I'll click on this line shows and the transitions between these.
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At the moment, there are no conditions.
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So it will go directly from this animation to that animation.
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If I show you what this looks like, in fact, let me just right click make transition going back to
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idle so that we have this constant loop.
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If I show you what this looks like at the moment, OK, he's going to play an Idol animation and then
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he's going to shoot.
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OK, wait for that.
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There we go.
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And we got to shoot them back to Idol again.
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Well, what we want is only for the shoot to actually up and when we press a button on screen.
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OK, so to do that, we're going to go over to our parameters and we're going to choose one of our parameters
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using the plus button.
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And the one that we want is actually a trigger trigger.
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We'll just simply play the animation once in return.
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So I'm going to call this fire.
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Now, what I can do and on this transition, going this way down to the fire, oh, my conditions,
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I can click plus and just call that a trigger.
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OK.
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Make sure it doesn't have exit time.
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If it does exit time, you have to play the entire idle animation before play in the fire.
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If it doesn't have exit, time immediately goes from idle to fire.
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OK, now the transition going back should have no conditions and it should have exit time.
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That means it has to play the entire fire on the motion and then it goes back to idle.
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OK, so if I play through the simulator now, you will notice that it will only play idle animation.
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You will never see it fire because that trigger never gets set.
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OK, great.
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So that's what we want and now we might also need to reload.
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I'm going as well.
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And so let me find on the animation.
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I think it's reload out of ammo.
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Yeah.
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So and we've got this.
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So let's drag this one up and I'm going to put this maybe in this position.
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In fact, we'll probably only ever call it from the idle, never from the firing.
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So I'll put it up here, which is fine.
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Once again, going to right click make transition to the reload.
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Right click.
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Make transition back.
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OK.
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But once again, this is just going to play now no matter what, because it doesn't have any conditions.
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So let's once again to another trigger.
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Let's call this reload.
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So on the transition going from idle to reload, let's make sure it does a condition of reload.
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Just called up and it doesn't have exit time, and then the transition back plays the entire animation
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because of the exit times.
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There's no conditions.
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It goes immediately back to idle or excellent.
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So now we've set up our animations for our arms.
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Now, at the moment, the arms look pretty weird because the material.
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So if we just check the material and believe it's on arms, it's using the standard shader.
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And that's why it looks kind of crazy.
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So what they want to do is go over to Mobile and choose on that, OK?
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And then instantly it kind of matches this scene a lot better.
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Now, you don't get those nice kind of.
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I'll just show you if we go back to standard.
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You can see all all the kind of like variations of light on the arms.
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Well, if we choose mobile one, you kind of lose a lot of that.
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But I kind of like this cartoony style.
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If you still want to see that that light, bump it off that I think the fuse will give you slightly
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better.
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But once again, it's very dark.
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Not simply because our directional light is switched off.
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If I were to put on to mix something real time.
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No.
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OK, doesn't want to do that.
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It's just really dark, basically.
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So I'm going to change it up to Omlet.
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I'd much prefer that we've also got the gun as well, by the way, which also has its own material on
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that standard.
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Let's go to Mobile and Omlet.
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OK, that we got.
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That's much better.
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And I also believe that we've got.
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Oh, no, they're fine.
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They're sharing the same material.
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We've also got a knife as well.
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All right, so take a look at the knife.
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It's probably never going to use the knife.
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So what we can do here is actually get rid of this.
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So whenever you've got an item that's blue basically means it's a prefab and it's attached to this original
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object here.
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So if I right click on it, choose prefab and unpack completely how it gets rid of that blue.
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And it's no longer attached to this now.
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Now only exists in this particular scene.
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So I can actually modify this without changing the original.
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So I can click on the knife.
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Just press delete to get rid of that.
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We don't need it.
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OK.
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Now, if I move over to shaded wireframe, what we're going to see is that most of our objects are really,
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really low poly except for our arms.
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OK.
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And particularly that good as well.
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If you take a look at the gun, it's got loads and loads of polygons on there, and we just don't need
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it to be that high detailed.
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So what they've done is reduce the amount of polygons for this model.
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You can do that yourself in Blendr for any any models you want.
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And I've got that video on YouTube that shows you how to do that.
184
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And so if we go to mobile game resources, low poly arms actually reduce the polygons.
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So if I go to a handgun where we can see our mesh and can zero one, we're going to replace this with
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zero three and zero one.
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Instantly it's reduced in terms of polygons.
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OK.
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We also have the angle zero one I insight's, which is this one like this or the mesh in there.
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It simplifies it and the arms as well.
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So you can see the mesh for the arms.
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Let's drag this in here.
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And it's Avale simplified.
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OK.
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Now, it's not taking up as much space in memory.
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And in terms of actually drawing, it is so much easier because there are there are fewer vertices,
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which also means that it's easier to animate.
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And so if you take a look, if there was simulator, pretty much no change whatsoever.
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All it still looks exactly the same.
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