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VIDEO

2D Character Rigging and; Inverse Kinematics - Unity Tutorial

Description:
Rig up your 2D character in Unity using Unity's 2D animation library (creating a skeleton). Next, I'll show you how to hook up IK (inverse kinematics) to your character to perform realistic joint movements. Finally, I'll show you how to use all of this together to create great-looking animations. Note: The photoshop steps can be completely replaced by your software of choice. Instead of using PSD Importer, simply import a sprite with the components laid out side by side. PSB file: https://bit.ly/3DQjrnd =========
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Tarodev
Did you enjoy the video? *Let me know* so I can continue making helpful content!
SH
This is what i am looking for. Thanks!
Will M
Thank you immensely for this. This is the kind of thing that gets me inspired to keep going.
Chú Chó Melon
thanks
WikiEdits
This has helped me a lot, thank you!
arturito productions
The best video about 2D rigging and humanoid IK I have seen so far. Clear and concise, thanks for your work
Rui
plzz give me this sprite sheet
Rui
@Tarodev ok bro 👍❤️
Tarodev
I'll add it to the desc when I get home. Thanks for reminding me!
CombatWhale
excellent video, time stamped and straight to the point, thank you!
Sappiaantje
Can I also use Paint.net?
Juan Jesús Ligero
If somebody doesn't have Photoshop and want to convert their PSD files to PSB format and realizes that neither Krita nor Gimp can export to PSB, don't worry! :) You can use the open source software called ImageMagick! Just install it and type from your command console (in the same folder where you put the PSD): _magick_ _mogrify_ _-format_ _psb_ _*.psd_ And that's it! You converted the PSD file to PSB! :D
Tarodev
Thanks for this. I'll pin this comment.
Кирилл Филашкин
Great lesson! Short and concise.
shasvat Nayak
looking to this tutorial since while, thanks for uploading it
zhenyu ye
that's what i was looking for!
Adriel Davila
Great video! Btw I am your 200th subscriber! Keep up the good work!
Tarodev
Woo!! A good milestone. Welcome aboard!
Dimitri Show
thnxxxxxx
Barış Doğan
It is very nice video thank you..
Aloe Beans
I love you
Tarodev
You too ;)
Mariani, Juan Luca
just what i was searching for, thanks. Looking foward for the next vid c:
Debbi
For some reason unity won’t recognize my rigged and meshed sprite I import to the scene and let me add a sprite skin script. I’m on the newest version.
Tarodev
@Debbi Interesting. What happens when you manually slot in the sprites in the sprite renderer? If the bones and geometry are all setup correctly it should work.
Debbi
I’ve tested my player control script on a circle sprite in unity and it works, but my own player won’t move and the only difference I can see is the absence of a sprite listed in sprite renderer. I appreciate the help 🙏🏻
Debbi
@Tarodev researching it more it seems like the sprite renderer doesn’t show my player.
Tarodev
Unity adds the sprite skin script to the sprite layers automatically for you when you add geometry to the bones in the skinning editor. Are you saying Unity is not adding them for you?
srisrid multi purpose channel
Yes
srisrid multi purpose channel
Physics makes me go Yes
Tarodev
Hope you learned something! ;)
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Transcript:

in this video i'll show you how to set up a skeleton for your 2d character
and then animate it using inverse kinematics
step 1 lay out your character in photoshop
ensuring you have a different object for the legs
arms torso and head also ensure the layer order is how you
would like it to reflect inside unity when you're happy with your
creation go to file save as find the project that you would
like to import it into and save it as a psb file
step two in unity go to windows package manager
and ensure 2d animation and 2d psd importer have been installed step 3
find your psp that you imported click sprite editor
and drop it down to skinning editor this is where we will be rigging our
character step 4 click create bone and then
starting from the bottom of the torso begin creating the spine up to the head
of your character you can right click to end the chain
to do the limbs click the pivot of the closest bone
to create a parented chain so i'm going to create the top of the
leg the bottom of the leg and then the foot
i'll do the same for the back leg now that i have those mapped out i can
tidy them up a bit by clicking edit bone and then bringing the pivots down to
where they should be like that i'm now going to do the same
thing for my arms using the middle torso bone
and i'll tidy those up and now your skeleton is complete
to make your life easier while animating and manipulating ik
you can click on a bone and rename it for example i'll call this one
spine1 this one spine2 this one head and so on
once you're done click apply to save your changes
step five now that we've sorted out our skeleton we need to assign what geometry
is controlled by each specific bone an easy way to do that is to click audio
geometry and generate for all visible now mesh will be following the bone
but as you can see it's not perfect for example this torso
is being affected by this arm here and that's undesirable for me so to fix this
i'm going to double click the torso mesh i'm going to click bone influence
and then i'm going to unassign the bones which i would not like to affect this
mesh for example i don't want the head to
affect it i would not like either of the arms
or the leg and then click the minus button here
now you'll notice the torso is not affected by the arm mesh
or the leg mesh to reset the pose simply click this reset pose button
you should now be able to pull your psp directly onto the scene
and manipulate the bones the way you'd like
if we inspect our new object we will see newly created bone hierarchy as well as
sprite renderers with the correct order layering
depending on your photoshop import to avoid manipulating
the original psp file let's right click it create prefab
variant let's call this avatar
this is the object we will use going forward step six
to add ik to our rig click the root object
add component ik manager 2d here you will see a list of your current
solvers to which we have none to begin click the plus button and
select lim here this will create a new limb
solver for you i'm going to call this front um solver
next we need to create the effector of the limb so i'm going to go to my
arm and on the last bone of my arm i'm going to create an empty game object
and call this effector i'm going to put this to the end of my
bone select my solder pull my effector into
the effector slot and then click create target
this will create a new target underneath your solver
you can grab this target and now move the arm around using ik
i'm going to now do this for my remaining limbs go back to your ik
manager and click new limb this will be my back um solver
i now go to my back arm bone create an effector
remember to slide the effector down to the end of the bone
slot in the effector create target and you'll notice with this bone it is
bending the wrong way in a very painful way so what you can do
is you can click your new solver and click the flip checkbox
let's do the same for the legs now for the legs i don't want him to be
walking on his tippy toes so i'm going to be using
the bottom the ball of the foot joint here
as the uh affected joint so lower back leg create the effector
make sure you slide the effector down to the end of the bone
great target let's do it for the other leg
and there we go with the limbs done we can now move them all around
and affect him in a realistic manner if you want to reset the pose of your
character click the ik manager and restore default pose
as you can see the hierarchy can get pretty confusing what i like to do
is create an empty game object and call it my solvers
and i will grab all of my solvers and place within
and as these do not need a parent child relationship i will then grab my
targets and then place them outside of the group
next you'll notice now that if you move your
torso your arm targets don't move with it
so i grab my arm targets and then let's make them
a child of the spine and be sure to override the changes
you've made so far on this prefab variant step 7
it's time to animate click window animation
and open the animation tab and dock it and let's also open the animator tab and
dock it down there as well to begin animating select your avatar
and click record now you can begin manipulating the bones
to fit your animation remembering that the limbs themselves
should only be changed using the targets whereas the torso in the head can be
directly manipulated by the bone because i set my ik to only use the
two top ends of the leg i can directly change
my feet position next move fold a little bit in the time
frame and change the bones a little bit
to perfectly loop your animation you can highlight all your first keyframes
ctrl c to copy go to where you'd like your animation to end
ctrl v and then press spacebar to try it out
if you learned something consider subscribing to the channel in the next
video i'll show you how you can convert this
into a rag doll when the player dies you