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Welcome back, my fellow game developers.

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In this video, when we run our game,

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our hand and gun are no longer static.

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And when we move left and right,

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maybe it's not very noticeable,

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but you can see that the arm that be just make the movement speed a lot slower.

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So now when we move, there you go.

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You can see that the gun moves up and down and the arm moves left and right.

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All actually rotates a little bit.

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How cool is that?

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Now we are no longer just a gun pointing monster killing, doom Slayer.

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We are actually an animated dooms layer that does of the other things.

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So let's not waste any more time and let's get started.

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O k.

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So what do I mean by enhancing our animation?

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Don't we already have a good enough animation? Well, no.

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As you can see, when we play the animation,

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the gun doesn't move,

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the arm doesn't move,

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and that's not good.

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So let's fix this.

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Let's go ahead and start with the eye-opening.

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Are going to watch how I do it,

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and then you are going to implement it on the walking.

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This will be your challenge.

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So even I like to keep the challenges a surprise,

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but I want you to focus on what we're doing.

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So we have this little red button right here.

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When we click it, we start recording.

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You can see that we have the rat and we can change anything that we want.

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So during this animation,

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I can increase the movement speed.

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So you'll notice that when we start at the beginning,

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look on the movement speed as I move on the timeline,

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you'll see that it increases to the point that I've said it.

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And then for example,

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I want to decrease it.

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And you'll notice that we have this additional property being added.

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So we start off with them.

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We move up to 72 and then we move down to minus four.

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So we started going backwards.

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How cool is that?

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But we're not here to change the movement speed.

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We can change anything we want.

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By the way, this,

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this is why animations,

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such an amazing and powerful tool in Unity.

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What we want to do is we want to move the arm and the arm will open up and down.

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So what we'll do is we are going to,

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this is our first animation.

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Let me just make the arm a little bit

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bigger because I want to cover the whole side of the player.

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I don't want anything to be visible behind it,

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so I'm going to choose the arm and I'll just make it around 30.

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Apply that. So now the arm is a bit bigger.

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It covers the arm of the player.

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And back in here.

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Oh, did I changed?

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Was this during the animation Aquino?

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So when we go down,

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you can see that we move down a little bit.

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I'm going to move down the arm and the weapon.

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Just a little bit.

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Okay. And then when we move down even more,

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I'm going to move the arm and weapon a little bit more.

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And then when we stand back up,

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I'm going to copy the original position of the R and gun,

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copy that and paste it at the end.

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Okay, great. When we finish recording,

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we need to make sure that we had this red timeline.

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Make sure that we stop recording.

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So now we have the animation set.

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You can see right here we have two additional properties where we change the y,

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the x, only the position of the transport.

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We could have done this by adding a property and accessing everything from here,

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but this is a bit fast.

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So let's see what we have in here.

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Let me close those off.

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What happens now when we play the animation?

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There we go. You can see that the arm and the gun are going up and down.

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But it's obvious to me and you that there is something a bit wrong.

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What's wrong? You can see that the player,

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let me just stop that.

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I'll play this.

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The arm starts going down before the sprite actually triggers,

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before the first small dip NT player.

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And there you go.

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You can see that the arm is faster, not faster.

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But the problem is when it comes to animating sprites,

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we have these four images, okay?

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So we, we have the first image.

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We weighed these 10 frames,

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then we have the second image.

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We went ten frames,

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then we have the third image.

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But the arm and other animations work differently.

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If I look, for example,

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on the weapons are, notice how the y changes.

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It doesn't go immediately to minus 0.332.

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It actually slowly goes from minus 28.

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And every single frame it goes less,

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less, less, less, less until it gets to this point.

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And then it goes down a bit less,

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and then it goes down a bit more. Oil goes up.

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Original position. That's not what we want.

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It looks very bad.

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If I run the game,

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you can see that it looks very bad.

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It looks as if the arm is not properly attached to the player.

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Now, if you want,

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if it's part of your game,

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If that's the quirk you want to have in your game, then go for it.

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I recommend you play around and create your own animation.

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You don't have to follow my exact steps,

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but I want to show you what can be done.

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You have right here the dope sheet. Dope sheet.

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I'm not sure how it's pronounced,

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but this is where we set the various properties.

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We can do also something else,

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which are the curves.

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And you can see right now that we have these very different curves.

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So we can change the way the sprites,

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the weapons are in position and how do you arms position change with time.

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So for example, I can select the x in here.

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The why, how a changes and the z.

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Let me just give you an example so you understand we have this lever right here.

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When I click on the second frame,

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you can see that I can adjust how fast

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or slow or how the curvature of the animation goes.

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So if I created like this or make it like this,

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you'll notice that the y will increase over

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and then go down and then go lower than intended and then get to the goal.

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So when I play it, look up what that looks like.

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You can see, there we go.

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So let me slow this down.

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So the y goes up and then it goes

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down and then it goes to the position that we have intended it to be at.

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What is the point of doing this?

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We can play around with these,

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make them as we want.

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But what we want is we want to take this and

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take it all the way until it becomes a small square.

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How does that look? Let me show you.

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Now when we play.

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There you go.

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It's not very noticeable.

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But again, when we move,

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you'll notice the gun doesn't move down only the arm.

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And when we get to this point,

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the gun falls down with the player and then goes up slowly.

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So we have figured out a way to make this transition just like the sprites.

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So again, we take this one also.

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There we go. So now you'll notice the gun moves up and down.

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Was the player exactly.

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Let's do the same for the arm.

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If we click on the why.

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He said that in here.

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Let's run. You can see how the arm works.

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We'll choose the second frame.

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We'll move it all the way.

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We'll choose the frame also will move it all the way.

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And now the animation should look perfect when we review it.

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There you go. You can see that the arm, the gun,

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and the player sprite all move together in unison.

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So I hope you understood what we are creating in here.

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Let me run the game so we can see properly what's happening.

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There you go. You can see that now the R and D can look really part of the player.

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Now, before I issue the challenge,

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there is one thing that we need to take care of,

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not actually take care of or take caution of while we're playing.

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You notice you've created me and do together.

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We've created the gun having a rotation.

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So we rotate the gun around to point towards our mass.

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If we try to add rotation to the gun right now as we are walking,

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or if we tried to add rotation on this animation,

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the pointing of the gum will not work anymore.

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Why? Because update and animation will be in conflict.

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So the animation wants to rotate the gun one

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way while the mouse wants to rotate the gone the other way.

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And what happens is the animation wins and we can no longer point are gone.

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So with that said,

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now that you know that we should not add rotation to the gun,

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but feel free to add rotation to the arm.

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And now it's time for your challenge.

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Your challenge is to finish the walking animation.

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So swing the arm around while walking so you can change the rotation of the arm,

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make sure it covers the real arm of the player so we don't have any inconsistencies.

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Make sure you do not rotate the gun in the animation if you want,

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Be my guest, try it out,

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see if I was lying or not.

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Maybe I was who knows.

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So pause the video right now.

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I swear I wasn't. I never do.

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And do the challenge.

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O K.

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Welcome back. So I'm going to go from either turning to walking.

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And I'm going to do the same.

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I'm going to click on the Record button.

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And let's see, I'm going to,

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this is the first frame we are already walking.

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So what should we do in here?

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You can be creative, do whatever we want.

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I'm going to do my thing and explains them by step

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if you haven't already understood what we did before.

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So the weapons on never rotating,

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we are going to move a,

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let's say up a bit.

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So yeah, that's around what I want.

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And the arm, I'm going to rotate it a bit and change its position to the right.

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Okay.

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Then we move to this position.

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I'm going to take the gun down and I'm going

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to move the arm a little bit like that and change its position.

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Let's see, where is it?

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Okay, so right about here.

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Then we move again,

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the gun up and

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the arm pose like this,

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and goes down a little bit or change the rotation.

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And this is all dependent on your preference.

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Maybe we should also make the RNA but bigger right now.

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Then we move to the next frame.

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The gun moves down a bit.

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And the arm moves that.

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Whereas the arm should the RMB.

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Okay, so light around that and moves up.

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And finally, we have the last frame where we will copy these three.

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So you can see each one of these squares,

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the inverted or inverted squares are representing the arm position,

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the arm rotation and the arm weapons aren't position.

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So I'm going to select all three,

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copy them and paste them on the last frame.

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So let's see how that looks.

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Okay.

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So the gun is moving up and down,

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which is kind of cool.

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Arm is going forward and backwards.

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There is one frame that I don't like too much,

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which is right here.

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And it's because the arm is a bit small.

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So I think the sprite actually makes the arm a bit bigger.

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We'll change that in a bit.

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We can actually even change the scale.

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Let's try to do that.

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So we're link Chris, oh, no,

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not that much will increase the scale to 1.2,

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maybe on the X and the Y.

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And okay, that's too big.

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Let's make it 1.1 and reduce the rotation a little bit.

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So now you'll see and it stays the same.

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So I'm going to see also the kale keeps increasing in hearing.

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Know what, let's not play with the scale.

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Let's just deleted.

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It's not good to,

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causes us able to from animals will just increase it from here.

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So if we go into the arm,

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Let's make this maybe a bit more.

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28, maybe 29.

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Apply.

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Yeah, I think that's good enough.

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And I'm going to stop the animation.

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Now. I'm going to go into the curves.

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Let's see what we have in here.

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We have the gun.

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Now what I think I maybe want to keep

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the gun the same and let's see what's changing in here.

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So the position on the Y and the X.

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So I'm going to set these to be,

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choose this one, move it up so you can see

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right now a visual representation of what we mean.

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So we still have the same position all the time.

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Until click we go down, click we go down.

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And I'm going to change this one.

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Also.

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Click on the position x visit whereas the curve.

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Whereas the curve, okay, So it's down here.

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Why do you want to make my life harder?

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We rotate this row,

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this row, this, and there we go.

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Last one stays the same.

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So now let's see.

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Okay, kind of good.

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The position that's adjust the rotation.

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So while we are moving,

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the rotation around, z is changing.

286
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Okay, What, what's the matter with that?

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Let's see.

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00:15:38,860 --> 00:15:45,380
So for some reason the scales have changed, but no worries.

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We will find a solution and then we will move.

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Oh, so we can increase this.

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Okay, great. And there we go.

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00:15:55,595 --> 00:15:58,105
So now let's look at that.

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Okay, So the arm looks good enough and the gun is moving up and down.

294
00:16:04,520 --> 00:16:07,210
And if we try to run our game,

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Let's see how that looks.

296
00:16:08,360 --> 00:16:10,060
Okay, The Eagle is good.

297
00:16:10,055 --> 00:16:15,145
The walking the gun is a bit still fussing around.

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00:16:15,140 --> 00:16:17,150
I don't like the way it's moving up and down.

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Let's change that. And the animation,

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close those two things.

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00:16:22,850 --> 00:16:29,040
Go to the walking position, curves.

302
00:16:29,044 --> 00:16:33,214
What's changing? Okay, It's the y position.

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00:16:36,940 --> 00:16:38,690
Where is it?

304
00:16:38,690 --> 00:16:43,600
Okay, So we're going to make this square, this one also.

305
00:16:43,595 --> 00:16:46,195
And the last one,

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00:16:46,190 --> 00:16:49,300
save that, lay around the animation.

307
00:16:49,295 --> 00:16:50,455
Okay, so there we go.

308
00:16:50,450 --> 00:16:52,390
We have the gun moving up and down.

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00:16:52,385 --> 00:16:53,935
Honestly, it's not perfect,

310
00:16:53,930 --> 00:16:55,190
but it's good enough.

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00:16:55,190 --> 00:16:56,830
Let's test out the rotation.

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00:16:56,825 --> 00:16:59,975
If it's working, I hope you test it out yourself.

313
00:16:59,975 --> 00:17:02,755
So now as we walk, there we go.

314
00:17:02,750 --> 00:17:05,120
We are pointing properly.

315
00:17:05,120 --> 00:17:07,120
We walk the gun moves up and down.

316
00:17:07,115 --> 00:17:08,635
We walk with our hand.

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00:17:08,630 --> 00:17:11,740
We no longer have a static hand and a static gun.

318
00:17:11,735 --> 00:17:15,125
We actually have the player walking around.

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00:17:15,125 --> 00:17:16,375
How cool is that?

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00:17:16,370 --> 00:17:19,120
We have amazing animations.

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00:17:19,115 --> 00:17:20,515
In the final video,

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00:17:20,510 --> 00:17:22,100
we are going to be adjusting

323
00:17:22,099 --> 00:17:26,509
the players velocity because maybe you haven't noticed, maybe you did.

324
00:17:26,510 --> 00:17:27,920
But when we walked to the right,

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00:17:27,920 --> 00:17:29,290
we have a certain speed.

326
00:17:29,285 --> 00:17:31,345
When we walk up, we have the same speed,

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00:17:31,340 --> 00:17:34,900
but if we tried to walk down and left,

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00:17:34,895 --> 00:17:38,205
you can see that we are a bit faster.

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00:17:38,209 --> 00:17:40,909
So you can see right now that if we're walking,

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00:17:40,910 --> 00:17:42,410
then we try walking up.

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00:17:42,410 --> 00:17:45,590
You'll notice that we are a bit faster and I'm going to

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00:17:45,590 --> 00:17:49,180
explain why that is how velocity works.

333
00:17:49,175 --> 00:17:52,985
A bit of mathematics on how vectors and normalizing works.

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00:17:52,985 --> 00:17:55,055
So math, he Yay,

335
00:17:55,055 --> 00:17:57,545
can't wait for the next video, right?

336
00:17:57,545 --> 00:18:02,285
I'll see you then make sure to commit all of your changes.

337
00:18:02,285 --> 00:18:03,895
Look how far we've come.

338
00:18:03,890 --> 00:18:06,400
Look at everything that we've done so far.

339
00:18:06,395 --> 00:18:10,115
We've created, learn sorting layers, created scripts.

340
00:18:10,115 --> 00:18:11,435
Now the player moves.

341
00:18:11,435 --> 00:18:15,865
Now our player moves around using a brand new rigid body and collider.

342
00:18:15,860 --> 00:18:17,800
We made a gunpoint in the angle.

343
00:18:17,795 --> 00:18:20,195
We made the player point in the right direction.

344
00:18:20,194 --> 00:18:21,784
We've added animations.

345
00:18:21,785 --> 00:18:24,175
Now we've enhanced our animations,

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00:18:24,170 --> 00:18:26,500
will also enhance our velocity,

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and I'll see you in the next video.

