All language subtitles for 36. Animating the Player

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Original subtitles

Our game is slowly but surely coming together let's spice up the visuals a little bit with

Some animation

So a game has been relatively static

Up until this point

But since we are in a state of the course where we need to make the game actually looks like a day

We're going to have to do so

Animations and this is actually really fun to do so

Let's jump into it the first thing we're going to animate is

Player

So our player is no longer just going to slide around

Mm player walk now you'll notice that the price they were using

Don't have

Frame

And that's because we're not going to do a frame by frame animation

We are simply going to apply

Squash and stretch principal's to animate our care

So we're going to take

Static spray

Like the player isn't like the enemies are

An

Just apply random or not random bargain apply scales

And rotation

And position

To bring them to life

So let's start

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The player

Go ahead and open up your players

Hit control

To open up the create no dialogue add an animation player

And moves

To the first child

The scene

Ok let's create a new animation and we're gonna call this war

So there's our new animation

And let's do a couple

So I'm going to show you something else you can do

That's really hard

So at this point we have been clicking the ski icon

On the right hand side of the property is here

2

Animate things and we're still going to do that

Like we

I can also use these tools up here there is a record button

Which world record all of the rotation and scales

Applying

And keep random automatic

Before we do that let's go to our Sprite 2D will select that

Go down to the transformer

Add

Audi Q4

Position

Rotation

And ski

In the reason that were setting up these tracks vs when you click this keyboard

It will also by default create a reset track

Now what a research track is is it shows up here is a new animation

Is an archery set would you cancel

Put the drop down here

The reset animation is a special Kind

Is the reset animation automatic

Please when you

Save Your Scene or exit your

The reason why reset is good is it will automatically reset

So I got on my walk animation and

Insert let's say a random

Between

I'm just going you don't have to do this I'm just going to do this

So I move the player

What should I save the scene

In this

Configuration as in and closing

When I reopen the seen that players going to be reset back

The origin why

Because that is the position as specified in the reset

Write something

Position

Zero zero

So this means that it becomes impossible to save your animation or save your seen in a mid way

State and throw your

Initial setup all out of whack so the reset tractor

And that's why we are clicking

Key icon before

Restart anime

Apsos reset tracker on

Created for

Let's get into the actual animation

So we've been manually adding animation keys up to this point but if you go ahead and go to the top bar here and click

Record but

That will automatically

Record changes that are made

To these

Toggled on Quays hearsay

By default location and rotation

Are

So I can

We also want to do scale

So that it will also

Recorded

Upper scale

So the first thing to do is let's

Horseshit

And move the scrubber and again shift will change

The default increments by

One quarter of whatever your snap value is

So let's

Perhaps actually let's go to 0.1 we can zoom in with this

Borrow over here to the

Why do soldiers do middle

I'm gonna point one and let's move the player up

So let's say

A couple of

Maybe 3 or 4 pixels

All seems good you can see that the key has been automatically placed here in the position

So we've got four pixels there

Then let's grab the rotation mode and let's just wrote

Play a little bit

You can see your rotation in the corner

So if I hold the control that will snow

To 15 degree increments on a rota

And again the rotation to all is up here in the term

You can also press

On the keyboard selector

Set the player to -15 rotation by whole

OK then let's say let's go maybe

3A let's move the spa

Back down

The origin and that will be autumn

Recorded as well

And let's change the rotation by pressing the on the keyboard holding control

Going

Forward

15 degrees

From the standard rotate

What's your dad's looking

Ok so this is looking great I think I might reverse these rotations that are so I'm going to go back to .1

And I'm going to change this

15 and 1 and

The other direction

So we're getting there animations are a very iterative process you kind of have to play with it until

It looks

That's great

For now and

Let's

I think the rotation is something that we've got to work

I'm here so

Appoint for a min reset the rotation

What's the

Ok so that's looking decent let's change our Direction

.5

Like so

Let's change loop

Two on

With by clicking the

Let's play

It's starting to look ok

Still some work today

Before we go any further I'm going to change

These interpolation modes of change them all to queue

And the reason that I do that personally is because I think

Create a more natural animation

As opposed to

It looks a little bit let her body

A little bit more

You can always see a difference by just switching every

Any cubic

What's modified a scale a little bit now so

Let's start with the land for sale in wheel and we actually want to stretch the player

To be squashed a little bit so I'm going to

Go to my Sprite 2D

And I'm just going to change the scale

I'm going to unclear

Those links are the link automatically links the scale together so if I press 2 in

In one of those

X or y

Put 2 as the value for the other one

We don't want that so I'm going to

Unlink please by clicking the link icon right there and we want to play A Taste

In the axe

A bit and religious order change the

2

And then how about doing .7 or so in the way

Now that's going to look ridiculous in the editor

Time it looks like dad scale did

Take so I'm going to go ahead

And do that again

So

2

An

7

Ok so it looks like it's not recording the scale when we manually input it so I'm just going to insert

Key there instead an action

So now

We've got something looking pretty good here

And we want the player to stay

Back to

One at the end which is already happening so we can play it

The problem is that the player is squashing too early

And we can fix that we're actually going to make the player Strat

Before going up into the air so 8.1

Let's create a new key for the scale

And lights on click the link icon again

With this key selector

And

We're going to basically

The opposites against A2 in the Y

In 0.7 in the air

And then we can scrub

So we can see now that we've got a little bit more

Ridiculous animation that's a little bit too much so I'm going to

Click back on this scale key

And change the Y to 1.5 again disabling the link here

Perfect

Now this is looking a little bit weird and the reason is because

Cruise or not

Correct

I'm going to select this key here and I'm gonna change

Easing

We can click and drag on this

To change

How quickly

It transitions to the

Next key

So if I were to set the evening like this that means that it would

Stay

Linger around the this key

And then quickly round up to the value of the key on the right

Make sure what the opposite to happen we wanted to

Quickly

Transition

The key on

Actually I don't think it's correct I think we want to do the opposite so I wanted to to drag that using Curve down

With this

Selected solicitor

Alright

So we got something good happening here

I mean let's try to play without using Curve

This

Keyframe as well

So let's

Make this one linger a little bit to buy Dragon the easing Curve down

And look at that so that's looking pretty ridiculous now it might look a little bit odd in the editor

But we can do as I'm going to check AutoPlay on load right here so toggle this

Action on

And see how it looks in the engine cause I can look very different

Comparing two in the air

Alright so that is actually looking much better in the game I think the stretchers are a little bit too much so

I'm going to say

This

Scale

Key

Turn down the Wi-Fi stretching to 1

2

Such a little bit less apparent

And then I'm going to do the same

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In the

Landing

Kia

The third scale

He rather uncheck the link option

And then

1.5 in the air

Should be good

Annan in this first scale key right here I'm going to make it

Also

Transition a little bit Slowly by dragon

He's down

So what you should be able to see if you had control you can see

Slow motion more

I think that's looking really good

And What I Might Do Is

I'm going to try to put another

Scale

Year 8.4

And change it to

One for both of ys

And then I'm going to maybe

Easing back to

Linear

4th

Keyframe here

And then for the first keyframe is first scale keyframe I'm actually going to change that using to something less

So that's like an alarm or sadolin a lot nicer so let's Run the game now and

Ok so it's looking a little bit awkward in game because we do still need them

Some changes to it

But I think that's looking

Good now I know we're doing a lot of whiplash here I kind of changing a lot of things at once

Basically what you need to do is just

Try to convey

The

The sense of walking

Using squash in the stretching in accordance

Jump and land

I'm trying to make it look

Feel good

And I think this rotation needs to change again

I'm going to change this rotation key

This is a very iterative process I didn't like

I did

Replant

This out I'm trying to

We create a game

So you are can see

How It Ends

Usually

I'm gonna change so I reverse the direction of

Is keyframe

Here these rotation keyframes

The first one or the second one

First one is 0

Second one is

15

And

The 3rd

When is 50

And I'm going to move this 15 degrees

Over the point

So what happens is that the player

Rotates

Jump so that little and noises

So I can hold control and scrub to be very

Granola bars

So the player jumps

Rotates around

Then comes back

Down

To the ground

Reset a little bit

And then jumps back up

I'm going to run it one more time in Seattle

Alright I think that's looking really good

So the animation is in place for the walk

And it's looking pretty decent and I encourage you to play with

To get it looking how you want it to

Be exact you don't have to match the exact keyframes

But just follow the principles that I've done

Apply some rotation and scale of the public places that you can get something

Looking really nice

But there's a couple more things we need to do so we don't want us to autoplay

So I'm going to uncheck autoplay on load

And I'm going to go ahead and open up

Script for the

And let's go ahead and grab a minute

Toggle this animation panel by clicking the animation

Button in the borough of towbar here

And then I'm going to scroll to the top of my players

And I'm going to

Grab a reference to that anime

Open player

By doing on ready via animation player

Animation

Just like so

And what we want to do is we want to update the information depending on the movement

So I'm going to

Below the moving slide

I'm going to see

If

Movement vector

X is not equal to zero

And

Moves

Vector

Why

Is not equal to zero actually this

Dior

Something to change

To or

So basically if we have any movement input and all

I'm going to say animationplayer

Play

And we're going to play the walk animation we should automatically

Suggested for you

And then else

Let's do animation player

Play

What does play Reece

So if we go and play the game now you should only be seeing

When

You're well

One of the thing that looks awkward is that the player is always facing to the right

So no matter which direction we go in

Just looks a little

And so I'm going to add a new note to the underneath

The player

And I'm going to call this

Visual

What's dragon up to just above the Sprite 2D

And let's move the Sprite to the under the

So why did I

The reason is because we're going to apply a scale to the visual so what would happens if I apply a scale of -1 to the visual

In the

Extraction only

The player is flip

And because the player is flip

My animationplayer will now appear to be going the other way

So this is just a need the nature of Godot transform

So no two days inherit their

Transfer

So my animation player we're animating the Sprite position

Skip

However

It is also inherited

The scale of the Viz

So

This is a nice way of being able

Flip the character

Without having to have a bunch of Dee

Animations for the different Direct

Because We Can

Apply the scale

Sprite here in this track

And then we can apply a secondary scale

To a parent of this

To make it face One Way or Another

If we were applying that negative scale to describe correctly it would overwrite the scale that were

In

Animation

So the straight one here

The transforms of the parrot

And it goes for any property of the transform so scale rotation

That's the reason why I can take the visuals no in I can rotate it

And then I can play the animation

And the player is still rotating

In accordance with their enemies

But it's inheriting also the route

The visuals

So that's just a really nice

To know

And I'm going to reset

My scale here's

It's freezing to the right

So the reason that I said that up

Is that if we go back to our place Crewe

What we can do is grab a reference to those of Dad

So I'm reading via visual

Is it good to dollar sign

Visuals

And then we can scroll down here

And I'm going to apply for a scale bass

On the

Movement

X

Under here I'm going to save our move sign in

To sign

Of movement vector

And why did I do that

So buy control-click into the sign here

You can see that the documentation states that this will return -1 if the number is neg

One of the number is positive and 0 if the number is 0

And we're going to use that to determine how to apply the scale so far movement vector is negative

We want to scale

The acts in the negative Direction

End of the moving Factor

Is

Positive

Then we're going to scale the x

In the past

Directions

That's going to give us our flipping

We want so that our moves I know here so I'm going to do

Really quick

Is this can potentially return

So I'm just going to see if move

Sign

0

We're going to set the visuals that scale

Equal to

21

And that could do that one is just a vector that equal

One in the accent one in the way

And then we're going to write else

Visual dad scale is equal to

Vector2

In parentheses

Working out supply the ex which is going to be our move sign so again this is either going to be -1 or 1

And then

Supply one in the

Next we don't want to school in the

And so now if I run the game you can see

The player flips it's very subtle

But the player does flip in the animation looks a little bit more appropriate

Based on the direction

That

Animation is looking just a little bit too weird so I'm going to make one final change to adviser

Animation play

And then slide

2 DB

The top I think this delay is a little bit much

The end

So I want to see what happens about

Ok so let's see how that works in game was just a point for the

That looks great overall

One final change I'm gonna make

Is the scale here

I'm going to slightly change the scale in the Y again on this second key from here

21.1

And just slightly rude

That and also actually I'm gonna reduce the

As well someone

2.8

And 1.1 in the Y for that Keith

Can I keep saying wonderful thing but I'm also going to exaggerate the position of

B Morris I'm going to add

The position

To something like

-5 instead on

Second position keyframe

Ok I think that

Just fine I'm going to stop messing with that

So that's the first

How many entities that were going to have to Anna

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