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00:00:02
game. I adjusted the camera a little here,
00:00:05
made it like this, that is,
00:00:08
initially we had it on top in the last
00:00:10
lesson. I promised that this lesson will be
00:00:12
devoted specifically to raising the Sword and behind the back,
00:00:17
that is, we press the button, he takes it
00:00:20
in hands and stands in a stance Yes, in a
00:00:22
combat stance, but I decided to finish
00:00:25
this issue with the basic animations
00:00:28
that we have, we have running, gave
00:00:30
strafe, walking back, we have everything
00:00:32
in front, everything is fine, but I thought that we were
00:00:35
missing something Therefore, in this lesson
00:00:37
I decided to finally finish the question with
00:00:40
the main animations of our character and,
00:00:43
so to speak, the last nail in the
00:00:46
coffin is the jump animation, that
00:00:49
is, we will finish the main animations
00:00:51
today and then we will already
00:00:54
implement
00:00:55
attack animations. Yes, I even have a separate folder
00:00:58
created a fight no less In order to
00:01:00
implement all this in the future But
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today we are starting to make a jump
00:01:05
accordingly for the jump You need to
00:01:07
download the animation or you can make the
00:01:10
jump animation yourself in one
00:01:12
of the lessons we have already looked at creating
00:01:14
animations yourself How we can
00:01:17
make animations ourselves If you
00:01:19
want download anyway, follow the
00:01:21
simple path, then you can go to the
00:01:23
mixamo website, you are already familiar with it. If you
00:01:26
watched my past lessons, download
00:01:28
any jump there, if you are too lazy to
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do it, then in the description under this video I
00:01:33
will leave a link to the jump that
00:01:36
I will use in this lesson So let's start from
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the beginning, we need to load
00:01:43
the animation That is, we have a folder no
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less, right-click
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import, here
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I have animations here, I
00:01:52
select jumpin here, select the skeleton Everything
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as before, skeleton P1, we import everything,
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here we have the jump animation excellent
00:02:02
next We go to our character
00:02:05
minecractor BP Warrior
00:02:08
So what do we do next in general We
00:02:12
need to create a
00:02:13
jump button directly so I’ll delete the
00:02:16
jump button accordingly we go to Edit
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Project settings
00:02:21
Input Next in the mappings action we press
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the plus sign and write Jump here we
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will do all this on Space Bar we will all have a
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space bar jump, we can close it and we
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won’t return to this window anymore. Here in the character we right-click
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and write Jump and you won’t
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get confused here there is Stop Jumping Jump
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and so on We need this action
00:02:50
that we just did created in our
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path and that’s it, we have a press,
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we pull it out and we already write Jump here,
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but we use this Jump which is
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in the carector tab. That is why
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we use this Jump because
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here is the moment collector if you have the
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caraptor class here we have wolves,
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jumping folen, in general, Jump
00:03:18
is
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excellent here and it would seem that we can do it as
00:03:22
simply as possible, that is,
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make play. Now you
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don’t have to do what I’m writing now just
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to demonstrate to you because we are not
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only we are creating a game, we are also learning
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and here we choose
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perfectly And now we
00:03:39
should have a jump on the space bar, press
00:03:41
jump, but what we see next is all the
00:03:44
animation is stuck, well, plus we can
00:03:47
press the space bar, it will constantly be like this,
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beating your head in the air Well, that is
00:03:51
we don’t need this at all, so here,
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in fact, we delete this,
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leave it, everything is simple like this,
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this is the design, click
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campile Save
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what we do next, we go to
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animations
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Go to Animation, what we created
00:04:12
is Blue Print Animation ours, that is,
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everything is here this is what
00:04:17
we cached here from the past rock. Well, in general, we
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mixed all these animations, everything is
00:04:21
absolutely the same and what we
00:04:24
need to do is we need to
00:04:26
create the so-called worth of cars, that is, the
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car is in state, that is, we
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right-click I will now explain that
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this is what we write:
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the car is standing, so we press it twice Here we
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fall in. Here we have an input
00:04:44
parameter,
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here we drag the
00:04:49
blank Space Animation that we
00:04:51
created. Don’t be confused by the fact that here the
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engine tells you that it’s supposedly impossible to
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place all this here. It’s all a hoax, we
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click it all here there is also for our
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convenience I propose to call it
00:05:05
Main movements Why us because
00:05:08
again, what are blocking from animesha I
00:05:10
remind you that this is what we did in
00:05:12
one of our lessons,
00:05:14
that is, in general this is These are our main
00:05:17
animations, we
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connect 3 here
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Excellent What we do further Next We
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need to create a new state,
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right-click and here
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click at State
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let it be called Jump
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excellent and now we need to do it in such a
00:05:41
way that we have a transition from
00:05:43
our main animations to the jump and back
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from the jump of the main animation, that is, what
00:05:50
we we do it
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initially from mainmuments we
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write it like this and from jumpo we do it like
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this here you see, these kind of
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adapter transistors appeared in general, yes, that is,
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in English here is the
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transition steering wheel That is, this is the transition rule
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and in Jump we go twice into Jump and here
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we throw our animation that we added
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Here it is jumping
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so when we connect it we press
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campile it’s already like a habit compil
00:06:23
safe to constantly press here
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we go back the machine will not stand
00:06:29
and now we need to do it
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like this in this way here from
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mainmuments jumpo where here are the
00:06:35
transition rules press two times and here the
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engine is burning some result which
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we will give it the result accordingly you
00:06:43
see Yes what is a Boolean value here That
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is true or false accordingly so
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I will delete
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here in the rebels tab variables
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we create a new Boolean variable
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we call it from
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jumping as if we ask Yes we pull
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this is here
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and we all connect this in this way, the
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company is
00:07:09
great, that is, what we have done now
00:07:12
is that we have indicated to our transition that our
00:07:17
character is jumping, yes this is true,
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accordingly I launch the jump animation
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that we just added,
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accordingly it is logical that here
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if he does not jump here we need to write
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then that no, he doesn’t jump and we return
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to our main movements,
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accordingly here from jumping we write
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Set here we indicate here we indicate above
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above bullin here we don’t jump
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everything is fine here, in principle, we have already
00:07:48
done everything in fact in the future Well,
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okay, we’ll return to this later at the end of the lesson
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I’ll show you how What’s the best way to
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work with a jump? Well, that’s later, for now that’s
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enough for us and the jump, what do we do
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next? We need to
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show the engine exactly when the
00:08:06
jump occurs, but now the engine doesn’t know when
00:08:09
exactly the jump itself will happen. No matter
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how it sounds so we go
00:08:13
to the even Graph, we already have the logic here
00:08:16
from our previous videos, respectively,
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here we set the speed, the length of the
00:08:21
vector, and so on, we do
00:08:23
this thing here, we write here from here trigid
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Palm Honor pull out the
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Get component
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here to get the motion component, this is what
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we have that this thing is here and from here
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we pull out such a thing from the folds,
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that is, it’s like the engine is asking us Well,
00:08:50
here, accordingly, we
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do this jumping
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that we created in this way, we pull the set here, we
00:08:59
put True here, we
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drag it like this
00:09:04
here
00:09:05
and we pull it here, we press campile
00:09:09
Save and It would seem that everything should
00:09:12
work for us, we launch we have a jump, but we
00:09:15
don’t have a jump animation because we
00:09:18
didn’t connect this animation here, that
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is, these are
00:09:22
our main animations, what we have already
00:09:25
done and therefore what we need
00:09:27
to do is
00:09:28
this there are cars that we
00:09:31
just made, which we set up
00:09:32
where the jump is, in principle, we can see the picture,
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let’s for convenience, I’ll call it
00:09:42
as an example,
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and then here we can’t somehow Well, that is,
00:09:49
look, let’s say I’ll now
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highlight this here And this here
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we are losing everything, so everything
00:09:57
is going to work now, well, it’s extremely sad. Let’s see, you
00:09:59
see, we don’t have a
00:10:01
walking animation, we don’t have an animation for picking up
00:10:05
objects, which is what we created. But yes,
00:10:07
we have a jump, but it’s not entirely
00:10:10
correct, so here we will do
00:10:13
the following disable the check, we will
00:10:16
mix this worth of cars with
00:10:21
these animations that we previously
00:10:23
created, we will do a
00:10:26
Boolean check, that is, we write
00:10:29
blendposes by
00:10:31
excellent and, accordingly, what we are
00:10:35
checking here is that our character is
00:10:39
jumping. Yes, if he jumps, then we have these are the
00:10:43
main ones our poses become false,
00:10:46
that is, that is, this is not true. And if he
00:10:49
jumps, then this one is worth the machines, we
00:10:51
stretch it here and from here we
00:10:54
stretch ours. The end result is to
00:10:56
press the combo safe, we
00:10:59
start, we look, walking, there is
00:11:02
an animation for picking up an object, there is that we have
00:11:05
a jump,
00:11:06
the jump works perfectly, of course with
00:11:10
the jump we have here. Small problems in
00:11:12
the sense that we actually need to
00:11:14
adjust this jump because well, you see that
00:11:15
it doesn’t really touch the ground yet,
00:11:18
the animation ends here, in fact, you
00:11:21
just need to work a little with the
00:11:23
animation,
00:11:24
that is, cut something off in principle, I have
00:11:27
already explained this. Here I propose to speed up this
00:11:30
animation a little,
00:11:31
that is, in the Raid Scale we write, let’s say
00:11:33
12. That is, here, see for yourself according to your
00:11:38
feelings, so to speak, press
00:11:41
Well, in principle, in principle, it will work if we
00:11:45
need to configure the components of the jump, let’s use
00:11:47
ours more flexibly, so to speak
00:11:49
character where this was created, let's
00:11:51
sign it
00:11:53
jump And by the way, for our future lessons
00:11:57
We need to create a variable here, we
00:12:01
also call it from from Jump Let's
00:12:05
call it like this, pull it here set
00:12:09
here we write that corpse That is, if we
00:12:13
press the jump button, we have our
00:12:16
character here starts jumping and here it is true
00:12:19
that the character is jumping and so
00:12:21
on We need to configure
00:12:23
the jump itself directly, that is,
00:12:25
problems As you can see,
00:12:29
everything somehow doesn’t work very well,
00:12:32
so here
00:12:34
in jumping we can configure all this
00:12:39
as flexible as possible, that is, let’s say here
00:12:41
the height of the jump, here you can Air
00:12:45
Control That is, is it possible to control a
00:12:46
character in the air, well, that is, all
00:12:49
this can, in principle, be customized. But I
00:12:52
still think that let us have
00:12:54
standard ones, we are still learning, let
00:12:57
us have a jump in this way. Here
00:13:00
we have a small jamb what
00:13:02
if we jump from some kind of air, I don’t know?
00:13:05
Yes, now the
00:13:07
animation of the jump starts and here you can see what
00:13:10
to do. I don’t press the button yet, he jumps on his own, that is, the
00:13:12
engine sees that he’s kind
00:13:13
of in the air. But he’s jumping, so
00:13:16
in fact this is an increasingly in-depth
00:13:19
setup
00:13:20
in this lesson we will not do.
00:13:22
Again, after we have done everything in our
00:13:24
game, we will set up the locations as
00:13:27
required. We will work in the future to
00:13:30
correct all these mistakes and jambs that
00:13:33
we have, that is, on in fact,
00:13:35
if you are interested in
00:13:37
how it all works, that is, let’s go to the
00:13:40
cars standing here, you need to cut
00:13:42
animations or add new ones, that is, let’s
00:13:44
jump here, let’s register one more state, that is, let’s say
00:13:48
the character is
00:13:51
already there directly in the air, then here,
00:13:55
first of the jump, here the character is in the air
00:13:57
and here let's say the character has already
00:14:00
touched the ground there, let's say, and each one
00:14:02
of these will need to be registered. But
00:14:04
we'll do this somehow in the
00:14:06
future, in any case, we
00:14:08
now have a jump. And in fact, as a
00:14:11
completion, I think that such, so to speak,
00:14:15
armor for more and jumping with a ball is not
00:14:17
very
00:14:18
easy, so I suggest adding a
00:14:20
jumping sound to our character. So, I
00:14:24
added a jumping sound to our project.
00:14:27
Again, I remind you that I already had a lesson on
00:14:29
adding sounds, keep in mind that the
00:14:31
MP3 format is not read by the engine, the engine
00:14:35
reads the format Wow, look accordingly,
00:14:38
open accordingly that's how
00:14:40
I chose the sound I chose, again in the description
00:14:42
under the video there will be a link where you can
00:14:45
download
00:14:46
That is, I downloaded this sound, and
00:14:50
accordingly we go Next to our
00:14:51
character
00:14:54
and Let's add this sound to him, that
00:14:58
is, in fact, it's all simple
00:15:01
Play
00:15:02
Sound let it
00:15:06
be from Location
00:15:09
and here we select Jump
00:15:14
Ile
00:15:17
and see What we get
00:15:22
Well, I think that in principle it’s ok
00:15:25
Let’s just make it a little quieter,
00:15:28
go to our sound and here we
00:15:31
love it, write 0.5
00:15:34
save
00:15:36
look What we succeeded
00:15:39
Well, yes, in principle, it’s normal, then we can
00:15:41
cut off this sound so that
00:15:45
at the moment of the jump he
00:15:46
makes this sound, because now
00:15:49
she only does it in the air, but
00:15:52
nevertheless, I think that this is again, we are then
00:15:54
at the very end of our project we
00:15:56
will fix all this,
00:15:58
in principle, thank you for your attention. I
00:16:01
think that we have already finished with the main animations.
00:16:04
And now we just have to
00:16:07
implement the combat, this will be a very
00:16:09
large cycle, that is, according to the plans, it is
00:16:12
to make an animation so that our character takes the
00:16:16
sword from behind his back so that later he re
00:16:20
when he has a sword in his hand so that he can
00:16:22
go into a fighting stance so that he can
00:16:25
return the sword back and,
00:16:27
accordingly, adding a blow, in
00:16:31
principle, this is for now the nearest plans and
00:16:33
Subscribe so as not to miss new
00:16:35
videos If you have any questions,
00:16:37
ask and write don't forget to
00:16:39
subscribe Thank you all
00:16:42
See you again

Description:

В данном видео я покажу, как с помощью State Machine сделать анимацию прыжка и в качестве бонуса добавим звук прыжка (точнее, звук усилий для прыжка). Ссылка на материалы, использованные в данном уроке: https://disk.yandex.ru/d/lXkKZZll2S7fFg Подписывайтесь на канал!

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