Arma Reforger Blender Plugin Tutorial: For vehicles and weapons — Transcript
Full transcript
- 0:01Okay. So, I wanted to share with you
- 0:03guys a little bit of an update on the
- 0:05Arma tools uh I'm developing. You can
- 0:08find it on my GitHub where you can
- 0:11download this. It's just one zip file
- 0:13that you can uh import to your Blender
- 0:16and have access to this. Uh so, a little
- 0:20bit about recent updates compared to
- 0:22this is that now the weapons and vehicle
- 0:25plugin is uh now one of the same inside
- 0:28the armor tool. So you could just switch
- 0:30between cuz it's it were generally the
- 0:33same just naming scheme when it come to
- 0:35bow most different. So and now it will
- 0:37take account for that if you work on
- 0:39vehicle or or a weapon. Now you just go
- 0:42quickly through the options area uh that
- 0:44you can have. So we have a clean mesh
- 0:48option where you can take uh the mesh
- 0:51you have and just um streamline it a
- 0:53little bit bit more for uh the game. So
- 0:56for example, this uh vehicle I just
- 0:58found on Sket Fab. Let me just take and
- 1:03do this first. Uh all the parts are
- 1:06separated. So we can just Ctrl and J
- 1:08join that. We can see [snorts] we have
- 1:10about 154,000 faces
- 1:14uh on this vehicle. So let's click the
- 1:17cleanup mesh. Uh just leave it at
- 1:19default. You can play with this as you
- 1:21want.
- 1:22uh and just uh but the default should
- 1:25work fine. And now we reduced it from
- 1:28from 150 to 70.
- 1:31Uh so and uh not depending of course on
- 1:36the model but uh not any noticeable
- 1:40loss on this one at least as far as see
- 1:43looks fine. Uh so yeah uh and then we
- 1:47can also create LODs from this. can
- 1:49select how many you want and I'm just
- 1:53going to click okay on this and so I can
- 1:55show you that it makes uh it will create
- 1:58then two other models LOD types with
- 2:03various um quality to them. So this one
- 2:08is the original 70 and this one is 29
- 2:11and this one is 16.
- 2:14You can probably see a little more
- 2:17gradient in detail on the wheel. Uh but
- 2:20yes, so that's just some simple simple
- 2:24setups. Uh you can also create the
- 2:26vehicle physics
- 2:28uh collider. So if I do this from the
- 2:32the whole body, it's going to be not
- 2:33look too good of course. So it's
- 2:36preferably that you divide it first like
- 2:38the body and wiggles and do this
- 2:40separately. But I'll try and show that
- 2:42later on.
- 2:44And then fire gio is a just more
- 2:47detailed version um of the collider
- 2:53and and it will also I'll show it later
- 2:55but it will also set the layer inside
- 2:57the arma tools and we have some wheel
- 3:01collisions. I'm going to show that a
- 3:02little bit later and center of mass just
- 3:05just yeah little collider there if you
- 3:09need that. Um but yeah the main feature
- 3:11of this is the separation component.
- 3:15So what what it does is if you click on
- 3:17your mesh uh first we need to create an
- 3:21vehicle amateur.
- 3:23Let's do that. And then if you select
- 3:25the mesh and uh tap control and you go
- 3:29to edit mode. Then I'm going to select
- 3:32example the faces of the wheel here.
- 3:35After that I'm going to just
- 3:37back side.
- 3:39What we can do now is uh hit separate
- 3:42component and we can choose just a
- 3:45component pipe just a prefixed name for
- 3:47it. So let's just have it as wheel and
- 3:50then it will you can of course select
- 3:52some options here but you can add the
- 3:54socket uh and the bone and inside here
- 3:57it's uh various few features uh and you
- 4:01can see that the um the prefix name is
- 4:03going to be v
- 4:06underscore so you don't have to type
- 4:07like v something something you can just
- 4:11straightly type it same as here if you
- 4:13type this like I wanted to say window
- 4:16instead and have it on custom.
- 4:20It will give the same name to all the
- 4:23socket and bone components in this one.
- 4:26But uh if you want to for example this
- 4:28to have something door instead of window
- 4:30in the same, it will do that. So it will
- 4:32then skip this one and go and give the
- 4:34window name to this one instead and keep
- 4:37this as door. But that's going to keep
- 4:39this as blank and keep this at the
- 4:42wheel. And then you can also select the
- 4:44world directions. Um oops
- 4:47world directions for it
- 4:51like it
- 4:53um and change that however you want. I
- 4:56want to have it in y plus um
- 4:59direction cuz I want it to face
- 5:01alongside the y- axis. Uh you some more
- 5:05uh
- 5:07more axis points like uh roll or like
- 5:10pitch. I can show that later with the
- 5:12wheel. and also a prepar option. If you
- 5:15already know that you want to parent
- 5:17this wheel to something, you can select
- 5:19that bone here. I'll try and show that a
- 5:22little later too. But if I just do this
- 5:24now, it will make the wheel. If you look
- 5:27at the top right there, uh underscore V
- 5:30there. Uh so it was called window body.
- 5:33So that was wrong. So just separate
- 5:36window wheel. There we go.
- 5:40Wheel one. the vc wheel one and now I
- 5:44can click on the on the bone and we can
- 5:48go to post mode and you can see that
- 5:51it's connected
- 5:53there
- 5:56and yeah so this just streamlines this
- 5:59process so you could do it for
- 6:01everything you need and same with the
- 6:04add bone socket to object if uh I want
- 6:07to for example if I already had this
- 6:11wheel uh disconnected from the mesh the
- 6:15main mesh without having given it a a
- 6:20bone or socket. I can we can do that
- 6:24on this button. So if I do this and just
- 6:27separate it without sockets or anything,
- 6:29it will just be its own um mesh. Uh it's
- 6:34already parented to the amateur so it
- 6:37will stay there but you can of course
- 6:39and join it if you need but uh we can
- 6:42then add bone sockets uh to the
- 6:46uh to the to the measure. So just click
- 6:49the mesh and then you will get the same
- 6:51options as you do with the separate
- 6:53body. Then should be connected here like
- 6:58so. Yeah like before.
- 7:02Then I can just see it got probably name
- 7:04wheel two because we already had two
- 7:06wheels. So now yeah wheel one
- 7:10one. Yeah, that's just how the naming
- 7:12convention. So a little bit of manual
- 7:14tweaking it's got to be done. Uh you can
- 7:17also when you have the um object and go
- 7:21to edit mode again and have faces
- 7:24selected, you can click on the face and
- 7:26just directly add a socket to the to the
- 7:31the face you have selected. So if I find
- 7:34where's the seat
- 7:37see it and I will just add that you will
- 7:40get the tip on the middle of the of the
- 7:44face. That's very useful for when you
- 7:47have something that's not directly easy
- 7:50to access like article. So if I have
- 7:53this selected all this, I can just it
- 7:56will add a socket in the center
- 8:00like so. Uh show
- 8:05for example.
- 8:08Yeah. Um and then you have add bone.
- 8:11This just adds the bone wherever that
- 8:14you can place wherever you want. It's
- 8:16simple. Uh you can align all the bone in
- 8:20a a direction. So if I actually make the
- 8:23bone and I can go to edit mode, I can
- 8:28here and I just rotate it, make it a
- 8:30little larger just to showcase it like
- 8:34so. And uh we have since we are already
- 8:38in edit mode I can just click that align
- 8:42bone and then you can align it in a in
- 8:44an axis. Uh so I want it to my plus
- 8:48and then it just does that for you. So
- 8:50if you have multiple that points the
- 8:53wrong way cuz I think the general
- 8:55consens consensus is that you want your
- 9:00you want it to point in the y same
- 9:02direction. Uh later on I try and explain
- 9:06why I think that would be a benefit if
- 9:08it does when it comes to adding the
- 9:12mesh. Uh but yes and if we have if we
- 9:16have this bone and we do not have it
- 9:18assigned to anything and say we have uh
- 9:21this this canister on the back. Uh if I
- 9:26didn't say this this is just a model
- 9:28from sketch fab I found. So it's free
- 9:31just search wheel jeep on sketchab and
- 9:33it's the first one that pops up and I
- 9:36will separate and call this tank
- 9:40tank.
- 9:44Now that's separated. And then we can
- 9:45click on the bone um click the amateur
- 9:49or any of the bone. Click edit uh assign
- 9:52to
- 9:55No, sorry. Uh wrong. You click the mesh
- 9:58and assign that to the bone. I can do
- 10:01that. And we have the custom one uh that
- 10:05that we made, but it has not updated. So
- 10:07let's just go out and in of object mode.
- 10:10There we go.
- 10:12should
- 10:14should update. Well, it did not I get
- 10:18that. Oh, sorry. Sorry. I'm confusing
- 10:19myself. So, I get this that the name
- 10:21tank the bonus custom. So, if I go here
- 10:24again
- 10:26custom there uh edit mode select faces
- 10:34and assign custom. Come on. Go. Now, it
- 10:39should be connected.
- 10:45Yes.
- 10:50Yes. And then we just have parent all
- 10:52meshes and uh parent empties if you have
- 10:55something that's not connected. Uh
- 10:57another feature uh I have is the manage
- 11:00vehicle presets. Uh this is somewhat
- 11:04useful I believe. Um, I've used it
- 11:06myself a bit, but um, what it does is if
- 11:11we have if we're going to have, for
- 11:14example, this card and we want to use
- 11:16the same bones and same uh, sockets
- 11:23uh, for
- 11:25our our vehicle. And this is what I
- 11:27think alluded to um previously that if
- 11:30you align the bones the same direction,
- 11:33I found that it's easier to actually
- 11:36just put your mesh onto this one cuz if
- 11:39you name them the correct things as
- 11:42here, uh as I show a little bit later,
- 11:44you can try and get it a little bit of a
- 11:47quick fix in um will automatically
- 11:50update it for the animation graphs and
- 11:52and yeah, kind of do a little bit
- 11:56perfect for you. Uh, but we're not going
- 11:58to use this one. We would rather use the
- 12:04um the wheel is cheap and that's already
- 12:08in the game. So, let me just
- 12:11find a Yeah, this work. Let me just do
- 12:15that right now.
- 12:18Now, I'm going off a little bit of a
- 12:20tangent here, but um the idea is that
- 12:24you can then uh
- 12:30give one sec.
- 12:35Duplicate
- 12:39the mesh thing.
- 12:42Okay. So if you just I I usually just
- 12:45screenshot all of this and put it in an
- 12:47AI. So you get the list and then you can
- 12:50put it in Blender here like the bones
- 12:53and the sockets and just uh separated by
- 12:56by comma in between. So v wheel two
- 13:01comma blah blah blah and then hit okay.
- 13:05then it will start a process where you
- 13:07can uh systematically divide all of the
- 13:11correct bones or sockets that you have.
- 13:15So for example, this if this light were
- 13:18to be my
- 13:20be my
- 13:23uh mesh door left or I can actually do
- 13:25that instead.
- 13:28Say this is my my door. If I had one, I
- 13:31can just separate. You get all the you
- 13:34get the component type and custom name
- 13:36and all that already prefixed and can
- 13:39add the socket component if you want. If
- 13:41I do that I get the door left and
- 13:47on there I forgot to take the Y position
- 13:50but whatever and it will then cycle to
- 13:52the next next one will be uh the door
- 13:55right and then you can do that one or
- 13:58skip it. Okay, I don't have a door.
- 14:00Okay, I have a hood. Okay. Skip. I have
- 14:03a trunk
- 14:04of Yeah. whatever you can set up. So, it
- 14:07just easily to go through um your
- 14:13your process there. And then when you're
- 14:15done with the bones, it will go to the
- 14:17to the sockets.
- 14:20So, yeah. Uh could be useful. I've used
- 14:22it a little bit myself, but uh to each
- 14:24your own. So, now uh let's try. So
- 14:28that's a little bit quick of an overview
- 14:31about the about the tool. So let me just
- 14:34try to quickly use them to somewhat get
- 14:37it into the
- 14:39into the into the game here to showcase
- 14:42what it can possibly do. Uh so let's
- 14:46start from this beginning. get my
- 14:50my um my jeep and get a little model
- 14:55into
- 14:57our reforger with using the tools. If I
- 15:01get the jeep back in here, I can take a
- 15:05join all this.
- 15:08Then we can scale it to around here, I
- 15:11think.
- 15:13And then we are going to apply all
- 15:17transforms.
- 15:20And then go to tools and clean up the
- 15:23mesh.
- 15:27We go and then we can
- 15:30get vehicle create amateur.
- 15:35So now we can start uh dividing the
- 15:38wheels first. So I can just show you
- 15:40that if you name have proper naming it
- 15:43will keep them when you swap the mesh.
- 15:53Oops.
- 16:01So and separate. Let's call this. So if
- 16:06we go to here and check what's it called
- 16:10the base one it's a wheel L01
- 16:14wheel R1 and it's going to be like L2
- 16:18and L3. I'm not going to do the full
- 16:19suspension thing. I'm just going to show
- 16:21you the process here that you can use
- 16:24and go back to Blender
- 16:29custom
- 16:31wheel
- 16:41add. We do not need this socket world
- 16:44orientation.
- 16:46And again, I forgot to click on the
- 16:48highlights here. Sorry. And There we go.
- 16:52That's created. Let's see the other one.
- 17:08All the nuts there bolts.
- 17:15And it's going to be L2.
- 17:21Go. And since you're already on the
- 17:23number two side, let's
- 17:30separate
- 17:33this to R.
- 17:48and one.
- 17:53Yes. So now we can just do a little text
- 17:56uh test export
- 17:58and check it out and find the
- 18:02folder you have. Let's call it um
- 18:06Willie.
- 18:09Yeah.
- 18:12um
- 18:17as model and we open it and import and
- 18:21enable getting reimp import.
- 18:24And let's check our boats are here
- 18:29on the right. And if we go now into the
- 18:33world editor
- 18:35and we just pick a map
- 18:40soft and we take the vehicle
- 18:45prefabs
- 18:47vehicle field and then we duplicate it
- 18:52first
- 18:54like so. So now if we swap the mesh it
- 18:57should contain the wheel positioning
- 19:03and as it's
- 19:05built I called it
- 19:08like so
- 19:10press play now
- 19:12it should have the wheels
- 19:15already set.
- 19:18So now we can go back to the
- 19:23bender. What we can also do now is just
- 19:25since we're already using the in-game
- 19:28wheels, we just delete this.
- 19:31So yeah, and uh now we can also uh since
- 19:35we kind of need a seating position if I
- 19:37I'll show you guys. Um we got to create
- 19:40a
- 19:42a um collision box. I've noticed that if
- 19:45you keep it at 50,
- 19:48it's something about how armor the tools
- 19:53uses the convex that I've set up. Uh if
- 19:58it was above like 150 or 100, I think it
- 20:02didn't register the collision here box
- 20:05here. I'm going I'm just going to do the
- 20:07the whole mesh now because I'm not going
- 20:09to divide the whole thing. But what I
- 20:11would do is like divide the whole body
- 20:13and only have the uh collision on the
- 20:16body itself.
- 20:18Uh so it's much cleaner and doesn't get
- 20:22the wheels and stuff cuz the wheels are
- 20:24going to have their own uh own um
- 20:28collision. Anyways, so if I now export
- 20:31this, we should see a
- 20:34a collision box pop up.
- 20:38And there we go.
- 20:40It's got a box there and should have uh
- 20:43yeah a layer a vehicle.
- 20:46Simple. Yeah. Okay. And just end the
- 20:50world. So
- 20:52you can see it. And then now we should
- 20:56be actually able to test it cuz you need
- 21:00a collision box for it for it to work.
- 21:04And I see just we have to do one more
- 21:07thing. Uh there's a spare wheel on the
- 21:09wheelies. We're just going to remove
- 21:11that for now. We don't really need that.
- 21:16There.
- 21:19And there. And if we go into this now,
- 21:25I don't have game master in this one.
- 21:27Let me load another level.
- 21:31We can have
- 21:37cuz right now I can't find the
- 21:40entry point with all the
- 21:44looking around cuz it's not set up uh
- 21:46properly. Of course, we're missing the
- 21:49bones and all that. So now if I go into
- 21:53put it in, you can see that the seat is
- 21:58of course not where it's supposed to be.
- 22:00So what we can do now under
- 22:05And we can
- 22:07pick the seat and we can
- 22:11create a socket call it driver
- 22:15underscore
- 22:18idle
- 22:20and that's a reference to the seating
- 22:23position
- 22:25here
- 22:29idle.
- 22:31And then we just uh make that. Okay.
- 22:35And what we also can make now is a
- 22:38driver get in.
- 22:42Let me see. Driver add socket
- 22:48get in.
- 22:52Let's place it there
- 22:55and then we can export it.
- 23:00Let's see. If
- 23:04it's reimpported,
- 23:08then we should see driver get in there
- 23:11and our sitting position should be at
- 23:14the correct. I see some adjustments need
- 23:17to be made either the size or the
- 23:19seating position. But yeah, that is how
- 23:23you can do it.
- 23:26So
- 23:28yeah, that is a very quick overview of
- 23:32how to use the separation tool. And the
- 23:37issue I think that you might come into
- 23:40if you try to just do this straight away
- 23:41is that the when you go open the
- 23:44animation editor, uh what I believe the
- 23:48issue might be is some components do not
- 23:53have the same
- 23:55X or XYZ coordinates.
- 23:59Uh so you see this one points along the
- 24:02y- axis
- 24:03and this one
- 24:07see sensitivity. You see you see the
- 24:10green arrow is like the y- axis they
- 24:12they point in various different
- 24:14directions. So when you do this uh just
- 24:17keep in mind that you might have to
- 24:19fiddle a little bit about with the bone
- 24:23um direction. Uh or or as well you can
- 24:26go in. Let me see if I could just I
- 24:29don't have duplicated this.
- 24:32But yeah, the consensus is that you
- 24:35should make it from scratch. But if
- 24:38I believe all they were all of the axis
- 24:41were pointing the same way could have
- 24:44just worked by just
- 24:46giving the same names in your in your
- 24:48mesh. But yeah, hope you find some
- 24:51enjoyment in this and I will see you
- 24:54guys later when I have another update. I
- 24:57actually forgot one last little thing to
- 24:59show. Uh we can also just show the
- 25:01animation part. Uh for example, the
- 25:04steering wheel. We can do that. And
- 25:06let's select the steering wheel
- 25:10like so.
- 25:13And then we can take separate and we
- 25:17will make what do they call it in the
- 25:20game again?
- 25:28Steering wheel.
- 25:31Steering wheel. Okay. So, uh, open that
- 25:34again.
- 25:40And we will, here's the interesting
- 25:43part. We will preserve the angle,
- 25:47but we will keep the Y-axis. Then I see
- 25:51it's
- 25:53might work. So if I take this in post
- 25:57mode now and I
- 26:01take low,
- 26:04we can
- 26:06be able to turn it. Yeah. Okay. So we
- 26:08can turn it, but as you see it's not
- 26:11quite correct. So we got to redo that
- 26:13one.
- 26:15Also
- 26:17we should also probably select this
- 26:25let's try now C separate keep it
- 26:31rotation axis that we can do
- 26:37okay I think we got too much actually
- 26:43cuz I only want Mark
- 26:51this.
- 27:03Yeah. So I just selected all the the
- 27:05wheel components and separate adding all
- 27:09direction Y plus and preserve angle on
- 27:12the default and we should get something
- 27:14like this.
- 27:16Now as I can see from the get go we can
- 27:19do a little bit of editing on the bone
- 27:22to make it bit more
- 27:24correct to where I want it and then
- 27:28check it out. Uh, so you go over here
- 27:31and local
- 27:33just turn it.
- 27:35It's not properly a line, but I'm not
- 27:37going to fiddle with it too much. So,
- 27:40what we can do now is in animation, just
- 27:44go back to this and animation and we can
- 27:48open up our editor.
- 27:54There we go.
- 27:57Here
- 28:01if you open my second tool it's also in
- 28:03the GitHub AR NLA and vehicle I call
- 28:08this
- 28:10wheelies
- 28:12and then we are going to create an
- 28:14action steering
- 28:20steering
- 28:23create and then we can go here and we
- 28:26can Then need also the
- 28:30action. There we go. Uh, press I
- 28:37go to pulse mode first and press I to
- 28:41create the first action. Now I'm frame
- 28:44zero. So I want to move that there.
- 28:47Just move to say
- 28:5020.
- 28:52And then I can
- 28:55just like this.
- 28:59I can do this.
- 29:07This
- 29:12should have
- 29:14animation for the wheel. Let's take that
- 29:17to 15. Actually,
- 29:20we can just move
- 29:23this a little bit more. Space it out.
- 29:27Yeah, something like this. And what do
- 29:30we now? Uh, let's see. This one is also
- 29:33very
- 29:35very spread out.
- 29:38Is that uh
- 29:44two things?
- 29:51Yeah. So, we're going to drop this one
- 29:53down like so.
- 29:56It's 40 frames.
- 29:58It's fine. And then we can go here and
- 30:02we can go to animations.
- 30:05We can take the one we open on the
- 30:08wheels and duplicate it. Right.
- 30:12Change it to the
- 30:15just drop it here.
- 30:17Just call it
- 30:20anim. and
- 30:23test
- 30:26duplicate and it should automatically
- 30:29open the duplicated
- 30:32animation workspace.
- 30:35We can open that. Open this. And if we
- 30:39go now to the animation set and we check
- 30:43out the steering,
- 30:46see the steering is there. Uh we have to
- 30:48swap out our model. So go back to work
- 30:52space properties. We can find an R uh
- 30:57asset.
- 31:00There we go. What you're going to see
- 31:02now, of course, it's that steering
- 31:04animation is not going to work or
- 31:08at all because first of all, I haven't
- 31:11imported the the new
- 31:15the one with the steering bone. So I can
- 31:17just show this
- 31:24Let me pop in I think. And you can see
- 31:27the steering is like totally on the
- 31:29wrong axis.
- 31:31So let's change this to first. Let's
- 31:34see. Back to Blender. Have uh
- 31:39have the open the editor table. Have
- 31:44that selected.
- 31:46And then let us export it with the
- 31:49infusion tool. Export animation.
- 31:54And then we'll find our animation here.
- 31:57Add. And then steering
- 32:01zone. I see
- 32:04change save location
- 32:07and then select location.
- 32:11I see that the
- 32:15Okay. So, this have happened a few times
- 32:18before, but for some reason on my end at
- 32:22least, uh the TS TX txa uh export
- 32:27presets are just not always there. So,
- 32:32see TXA. Yeah. So, export they are
- 32:36there. So, let me just open it again.
- 32:44Okay. and the
- 32:47give me one sec. Yeah, so I just had to
- 32:50uh redo the
- 32:52export path. Not sure what happened
- 32:54there, but just have to go into add-ons
- 32:57and settings and redo the export path.
- 33:01Uh so now it should work. And animations
- 33:05animations.
- 33:07Yeah, we have that selected now.
- 33:10And uh we do the infusion export.
- 33:15takes it and we find steering
- 33:20uh we can call it steering but just
- 33:22steering here and then we select the
- 33:25steering amateur
- 33:28okay then it's uh exporting
- 33:33that's the for so let's try and change
- 33:36this then so we can just unsign these
- 33:39two steering main steering extreme
- 33:43And then we can find the new one. And
- 33:47steering
- 33:50just one
- 33:56was the in
- 34:00steering design
- 34:07and then we find the steering. There we
- 34:10go. Just
- 34:12pull that up there.
- 34:14like so.
- 34:17Then we have the little bit wobbling
- 34:19steering, but the correct steering at
- 34:21least.
- 34:24So,
- 34:26we stop this
- 34:28and we save
- 34:31and open
- 34:32load it.
- 34:42Uh I don't think it actually.
- 34:47Yeah. So we forgot to
- 34:50of course change the animations
- 34:53animation set because we made an
- 34:54duplicate one. So we have to go here
- 34:58and
- 35:00change this one
- 35:03is
- 35:10equal.
- 35:17There you go. That should be better.
- 35:28Now we have the steering.
- 35:34So what's left is like the suspension
- 35:37stuff and of course a little bit more
- 35:39finicking. But yeah, so that's uh one
- 35:42thing I haven't figured out quite yet.
- 35:44Uh it's my issue here. As mentioned,
- 35:47when you change the name, you should be
- 35:50able to just plop them in here, but uh
- 35:53you have to work a a little bit around
- 35:56the animation graph editor here. So, if
- 35:59I go here, for example, to chassis and
- 36:03suspension,
- 36:07and I haven't set it up now, of course,
- 36:09but you have to do a little bit work
- 36:11here, so that's yet to be figured out.
- 36:15But yeah, hope this was uh helpful again
- 36:18and see you next
About this transcript
This page contains the full transcript of Arma Reforger Blender Plugin Tutorial: For vehicles and weapons by steffenbk1, generated from the public captions YouTube serves with the video. The transcript has 4,220 words across 658 segments, with the original timestamps preserved so you can click any line to jump to that moment in the embedded player.
What you can do with it
Use the transcript to take notes, quote the speaker, build a study guide, generate a summary with ChatGPT or Claude via the YouTube Summary tool, or export it as a timed subtitle file with YouTube to SRT. You can also re-open it in the transcriber to choose a caption track available on the video.
Free YouTube transcript tool
YouTube2Text is a free YouTube transcript generator — no signup, no daily limit. Paste any YouTube link and get the full transcript instantly, with timestamps, click-to-jump, caption language selection, AI prompts for ChatGPT, Claude, and Gemini, and exports to TXT, SRT, VTT, or Markdown.