Local AI Now Makes Game-Ready 3D Characters (Fully Animated!) — Transcript
Full transcript
- 0:00This character here was generated
- 0:02entirely locally with AI from a single
- 0:042D image. And with just a few simple
- 0:07steps, [music] we can turn him into a
- 0:08fully animated character you can easily
- 0:11integrate into your own game. So, in
- 0:13this video, I'm going to show you
- 0:15exactly how to create a low poly
- 0:17character with great textures straight
- 0:19out of Comfy Eye. Then, we're going to
- 0:21use the brand new action [music] forge
- 0:22tool to wreck him, add some awesome
- 0:24animations, and even give him a sword.
- 0:26And finally, we will bring him into God
- 0:28do and make him a fully playable game
- 0:30ready character. So, let's get into it.
- 0:35All right, guys. So, before we start,
- 0:37let's quickly set everything up because
- 0:40all the workflows to full go project and
- 0:42a one-click installer for Confui are
- 0:44directly linked in the description and
- 0:46can be found on this GitHub page that I
- 0:48created here. You can see here that it's
- 0:50called Pixel Artistry Animated
- 0:52Characters. And as you can see here on
- 0:54the GitHub page, as usual, we have first
- 0:57an installation script. So this one will
- 0:59install the confir workflow that we're
- 1:01going to use in this video and all the
- 1:03required dependencies that you're going
- 1:04to need to. Then we also have the
- 1:06workflows here. Here you will find then
- 1:08two workflows in total. So we have here
- 1:10the pixel artistry image to low poly
- 1:12character ultratext.json JSON workflow
- 1:15which will enable you to generate from
- 1:17an image a low poly game ready character
- 1:19that is then going to be textured with
- 1:21ultra tags which is a new method I
- 1:23showed in my last video and this one
- 1:25will give you way better textures for
- 1:27your characters. And then on the second
- 1:29one we have here an image to low poly
- 1:31workflow which is here. You can add any
- 1:33prop you would like to for your
- 1:35character. Regarding requirements you
- 1:36can see here I'm running it on the
- 1:38Windows. We have an Nvidia GPU and this
- 1:40is tested on an RTX 5080 with 16 GB of
- 1:43VRAM. But hold on because the whole
- 1:45workflow can also run on at least 8 to
- 1:4812 GB of VRAM and I will show you the
- 1:50settings later on how you can tweak them
- 1:51to run it also on your own PC. For the
- 1:54requirements as well because a lot of
- 1:56people are also asking about Linux. I
- 1:58will also provide an Linux installation
- 2:00script which unfortunately can't test
- 2:02myself because I don't have a Linux
- 2:04setup yet. But please report back to me
- 2:06if it works for you and then we can go
- 2:08from there. Regarding the installation
- 2:10for confi
- 2:13easy install or confi portable with the
- 2:15setup of Python 3.12, PyTorch 2.8 and
- 2:18CUDA 12 because we are going to use
- 2:21specific watertight nodes that are built
- 2:23exactly for this package. But those
- 2:25nodes are really important to remove any
- 2:27holes from your mesh and clean them up.
- 2:29So this is why we're going to use this
- 2:30package over here. Then we're also going
- 2:32to use Blender. And you will see for
- 2:34this one you will need about 26 GB of
- 2:37disk space for the whole setup. You will
- 2:39also see here as mentioned the
- 2:41watertight nodes are pre-built for
- 2:42Python 3.12 and so on. For the
- 2:45installation itself as mentioned we
- 2:46first need to have our installer. So in
- 2:49this page you will see here that you can
- 2:51download the zip file or you can just
- 2:53download the installer yourself. So,
- 2:55what you can do is that you go in here,
- 2:57then just click on it, go then here to
- 3:00download over here, and then you can
- 3:02switch here to downloads, and then just
- 3:04make sure to install it. In case you
- 3:05don't have set up Trellis 2 and Pixar 3D
- 3:08yet, which we're going to use for the
- 3:09generation, I created here a full
- 3:11step-by-step guide for you on this
- 3:13website over here, the Pixel Artistry
- 3:15Trellis to Confi installation guide. And
- 3:17here you can then just follow it along
- 3:19to set it up and then you will have
- 3:20confir easy install install it and then
- 3:22you can easily execute the installer
- 3:24that we have over here. So what I'm
- 3:26going to do is I'm just opening this
- 3:28folder over here. Then I'm going to
- 3:30paste this one and go to my confia easy
- 3:32install installation as you can see
- 3:34here. Then I'm going to navigate to the
- 3:36add-ons folder. It's important that you
- 3:38have it in this add-ons folder over
- 3:40here. And once you have it, you can then
- 3:41just double click it. Make sure that you
- 3:43then run the file. And you will notice
- 3:45there's one error we need to fix first.
- 3:47So just make sure that you also download
- 3:49the pa helper.py which is this file over
- 3:52here and then to also put it into the
- 3:55add-ons folder. And then you will see it
- 3:57will find the file you know it will then
- 3:59check your comfy eye and then it will go
- 4:01through all the installation steps to
- 4:02install the required packages it needs.
- 4:05And once the installation finished here
- 4:06you can then close the installer. Just
- 4:08make sure to not close it too soon
- 4:10because otherwise it won't work. And
- 4:11then we can already start confi. All
- 4:14right. And once confi is running for
- 4:16you, you will see the workflow already
- 4:18when you go here to workflows and to
- 4:20pixel artistry because what it will do
- 4:22is it will copy already the workflow
- 4:24into this folder for you. So you don't
- 4:26need to download it or something. The
- 4:28script will already do that. Otherwise,
- 4:29you can always go to the GitHub page and
- 4:31then go to workflows and then just
- 4:33download it directly from here. So what
- 4:35you can do then is that we're going to
- 4:37open the workflow. So in this case, it's
- 4:39here the image to low poly character
- 4:41ultra text. And then once we're here,
- 4:43you will see this is what we get. And
- 4:45for this video, we are going to use this
- 4:47character over here, which is really
- 4:50good for animation. And this is
- 4:51something to look out for definitely is
- 4:53that he doesn't have like crazy spikes
- 4:55as you can see here around his chest for
- 4:57example, because when you have a metal
- 4:59piece, it will deform at some point and
- 5:02it will then not look as clean as when
- 5:04you have, for example, a character like
- 5:06this one. So this is a really good
- 5:07example how you can do it. By the way,
- 5:08in case you would like to learn how to
- 5:10generate characters in detail with Quan
- 5:13image 2.1 with local methods, you can
- 5:15check out this video over here where I
- 5:17explain everything in detail. You will
- 5:18also notice like in the whole workflow.
- 5:20So what I did here is of course
- 5:22uploading the image first. You will also
- 5:24see over here that all mods are linked
- 5:26for you. So in case you don't have all
- 5:28of them, even though the script should
- 5:30download them for you, you can still
- 5:32like grab them from here, put them in
- 5:34the corresponding folders. Just make
- 5:35sure to upload them over here and select
- 5:37them in the notes. So to make sure that
- 5:39they run, you will notice over here that
- 5:41you know here you need to set your
- 5:43blender path. I have installed blender.x
- 5:45over here in my blender directory where
- 5:48I installed it. So just make sure to
- 5:50paste it in here without any double
- 5:52quotes or something like this because
- 5:53then it will find blender and it needs
- 5:55that for the watertight nodes as you can
- 5:57see. You will also notice over here. So
- 5:59this is the image pre-processing where
- 6:01it will remove then the background and
- 6:03so on. Then it will go over here in the
- 6:05sparse structure generation. Some of you
- 6:07might already know this from my previous
- 6:09videos, you know, where it will go over
- 6:11here just to generate like the shape
- 6:13itself. You can, by the way, select here
- 6:15in the conditioning if you would like to
- 6:17use Pixar 3D or Trellis 2. For this one,
- 6:19I'm mainly using Trellis 2 because with
- 6:21Pixar 3D, it can sometimes happen that
- 6:23your character looks like bent forward
- 6:25or something like this, and we don't
- 6:27really want that. And with Trellis 2,
- 6:29it's guaranteed that it will be in a
- 6:30tost and standing like straight up,
- 6:33which is of course really important when
- 6:35you have an animated character. You will
- 6:37see over here we have our high poly
- 6:38section where we just create a high poly
- 6:40mesh. And over here then our low poly
- 6:42and bake section. You can see by
- 6:44intention I disabled here the texturing
- 6:46part because the real texturing will
- 6:48then happen over here. So we will save
- 6:50some time by not creating textures over
- 6:52here. But here is the part where we'll
- 6:54then use ultra text to then texture your
- 6:56character. And then we will have here
- 6:58the final result. And as well over here
- 7:00you can set then also here triangle
- 7:02count like how much polies you would
- 7:04like to have for your character. You can
- 7:06change this to any number you would like
- 7:07to but is a good amount for a character.
- 7:10I would say for low poly one in our case
- 7:12at least you know. So you can use this
- 7:14one then to generate your character. for
- 7:16the trellis to upsample stage. You will
- 7:18see here you have a target resolution.
- 7:20And this means basically, you know, like
- 7:22the higher the resolution is, the better
- 7:24your result will be. In case you have
- 7:26lower VRAM, so around like 6 to 8 GB of
- 7:29VRAM, just make sure that you set this
- 7:31to like 1024. And as well on this node
- 7:34over here, you can also change it to
- 7:36then a value of 1024. And make sure to
- 7:39do the same. Then also here in the water
- 7:41type section to then also change the
- 7:43values over here to 1024. You can also
- 7:45play around with the proxy points as you
- 7:47can see here because those will also
- 7:49decide kind of you know how detailed
- 7:51your mesh will be and in case you run
- 7:53out of RAM or VRAM in this case. So with
- 7:55keeping that in mind what we can do then
- 7:57I would change this here just quickly to
- 8:001536 as the default again and same thing
- 8:03over here. And what we can do now is
- 8:05then just run the workflow and then we
- 8:07can check in a second what we get. And
- 8:09once the generation went through we can
- 8:11now have a look in the end. I switched
- 8:13here by the way to pixel 3D for first
- 8:15try just to show you that as well. And
- 8:17you will see it went here through and it
- 8:19had here the default resolution as
- 8:21mentioned. You can then also see here in
- 8:23this note when I zoom in now here is
- 8:26that we have here then the game ready
- 8:27low poly preview you know without any
- 8:30textures yet because on this step it
- 8:32only generates our base mesh. But you
- 8:34will see here that it did a pretty
- 8:35decent job already. And you can use this
- 8:38stand then for the texturing. As you can
- 8:40see, it will load this then in directly.
- 8:42Ultrex will then read the shape of your
- 8:44mesh and the input image. It will then
- 8:46generate up to 12 views as you can see
- 8:48here. And from each side, you know, and
- 8:51project that texture then back onto your
- 8:52mesh. And then with all the texture
- 8:54maps, as you can see, it will create
- 8:56albido but also metallic roughness and
- 8:58so on. And you will get then here a
- 9:00really good sense of how your character
- 9:02will look like. And you will see it does
- 9:04here a really great job. And then here
- 9:05on the final model you will then see we
- 9:08have our low poly character then already
- 9:10textured from all sides. And we can use
- 9:12this then already in the next step. And
- 9:14then we have here also our final game
- 9:16character node. And you know characters
- 9:19will always be in the output 3D folder
- 9:21saved in confi. But you can also click
- 9:23on this little download button and then
- 9:25save it to the folder you would like to.
- 9:27Just make sure to give it a name. I
- 9:29highly recommend it for this work to
- 9:30keep it as a GB file first. By the way,
- 9:33before we continue, let me introduce you
- 9:35quickly to Vakuidi, which is also
- 9:37today's sponsor of this video. It's made
- 9:40by NCAI from one of Korea's biggest game
- 9:43studios. And this whole scene here, the
- 9:45mech, [music] the giant turtle, and
- 9:47every single prop I built with Vco 3D
- 9:50and Claude. With their new feature flow,
- 9:52we can connect the whole 3D pipeline as
- 9:54nodes. Image to 3D, remshing, texturing,
- 9:58rigging, all the way to animation. Look
- 10:00at this Mac soldier. I generated with
- 10:03flow here. And since it's a workflow, we
- 10:05can just reuse it. New input, same flow.
- 10:08And now we've got this giant turtle
- 10:10without setting up a single step again.
- 10:12And if something doesn't look right, I
- 10:14just rerun that one node. And here's the
- 10:17really cool part. Vak 3D supports MCP
- 10:20that lets an AI agent use another apps
- 10:23tool directly. So I connected Claude to
- 10:25both Vak 3D and Blender. Claude then
- 10:28builds a rough scene in Blender,
- 10:30generates all the props through a VCU
- 10:32flow, and then I just ask it to replace
- 10:34this placeholder with the Rick turtle
- 10:37from VCO 3D and animated all in the same
- 10:40conversation. And the best thing is it's
- 10:42completely non-destructive because it's
- 10:44still a normal workflow. So, we can jump
- 10:46in and change anything by hand. And if
- 10:49you don't need Blender, you can also
- 10:50just use the agent directly inside Flow.
- 10:53For me, Flow together with MCP is a big
- 10:56step up from just generating single
- 10:58models, especially if you need a lot of
- 11:00assets to build your game or animation
- 11:02pipeline. So, if you want to try it
- 11:05yourself, everyone gets 50% off the
- 11:08first payment. And the best thing is if
- 11:10you sign up through my link in the video
- 11:12description, you even get your first
- 11:13month of Vco 3D Plus for free. So, let's
- 11:16continue with the video. And then next
- 11:18up I also generated the sword here which
- 11:21we will give him as a handle you know as
- 11:23his weapon basically. For this one I
- 11:25opened then here the image to low poly
- 11:27prop workflow which is optimized for a
- 11:29prop you because you will notice that we
- 11:31have less triangles. You can of course
- 11:33also use the same workflow as the
- 11:34character one with just changing the
- 11:36triangle count. And after the generation
- 11:38you can also see here this is then low
- 11:40poly result we get from it and then the
- 11:43textured result. And here you can see it
- 11:46takes the sword. It also recognizes the
- 11:48metallic roughness maps on it and what
- 11:50is metallic and what not. And you will
- 11:52see here when we now go around, you will
- 11:54also see here the reflection on the
- 11:56sword and the steel of the sword itself.
- 11:59And this is working really well, I would
- 12:00say. You know, we can use this then as
- 12:02our prop for our character later on.
- 12:07By the way guys, since a lot of you are
- 12:09asking always about a multiv- view
- 12:11workflow, I created here also multiv-
- 12:13view workflow for you that I'm also
- 12:15going to add to the repository. It's not
- 12:17perfect by any means because I need to
- 12:19test it further, but you can use it here
- 12:22in case I would like that. It's using
- 12:23quant 2.1, you know, to generate the
- 12:25multiv- views and then go from there.
- 12:27But stuff like this will be also part of
- 12:29the workflow pack that is going to
- 12:31finally launch very soon. Sorry to keep
- 12:34you waiting so long, but I really want
- 12:35to make sure to make this properly and
- 12:37to give you then a lot of value in the
- 12:39workflow pack. So, this will be also
- 12:40part of it, you know, like multiv- view
- 12:42workflows as well as single view
- 12:44workflows and so on and how to use them
- 12:46to generate low poly characters as well
- 12:48as great textures and so on. So, in case
- 12:50you didn't do it yet, make sure to join
- 12:52the wait list down below and you will be
- 12:54the first one to get early bird pricing
- 12:56as well as be the first one to test it
- 12:58out yourself.
- 13:02All right, next step is now that we
- 13:03bring our character and our prop
- 13:05together in Blender before we are going
- 13:07to rig our character in action forge
- 13:10which is the animation tool we are going
- 13:11to use later on. The step overall is
- 13:14really easy. So what I'm going to do is
- 13:15opening blender of course then going to
- 13:17import gab and then I will just import
- 13:20the character that you know we generated
- 13:22in confi and you can see here this is
- 13:24our low poly result that we get with our
- 13:27textures and so on and our character
- 13:29itself and using the to textures are
- 13:32working overall pretty great except for
- 13:34this glass bottle you know that you can
- 13:36see on this chest. So this is something
- 13:38I would need to regenerate in this case
- 13:40or painted out. But we can then also go
- 13:42ahead and now import our sword that we
- 13:45also generated with our workflow. And
- 13:47with this one, you know, we can just
- 13:49import it. Then what I'm going to do is
- 13:51I'm going to scale the sword to a good
- 13:54size. And now we can bring it in the
- 13:56correct position. Also, you know, just
- 13:58seeing that you put it correctly into
- 14:00the hand because action force is
- 14:02actually able to wreck the fingers and
- 14:04so on, but the prop needs to be already
- 14:06in the correct position or spot. So,
- 14:08let's adjust the scale a bit more. All
- 14:10right. And once the position fits well
- 14:12and we did that, what we can do now as a
- 14:15next step is of course export our
- 14:17character together combined with our
- 14:19sword. So, I will select both of them,
- 14:21just go to export and then gab. And then
- 14:24when you export it, just make sure to
- 14:25give it a new name. And then really
- 14:27important guys, don't miss this out is
- 14:29that you go here on the right to include
- 14:31and limit your selected objects.
- 14:33Otherwise, it will also import any other
- 14:35object in your scene. And we really
- 14:36don't want that.
- 14:40And then it's already time to riick and
- 14:42animate character. And this is now
- 14:44easier than ever before because there's
- 14:46a new tool called action forge now out
- 14:48there. It's really a new competitor to
- 14:51mixmore. A really great thing is that we
- 14:52can add props here to our character and
- 14:54so on. No. And this is really amazing.
- 14:56It just was released a few days ago and
- 14:58we can now use this for free in your
- 15:00browser to then riick and animate our
- 15:02character and it will look for you
- 15:04something like this. So you can see here
- 15:06it's the action forge beta and the link
- 15:08will be as mentioned down below in the
- 15:10video description for you. Just make
- 15:11sure that you go then here to unrigged
- 15:13model. And now we can then upload our
- 15:15gab file that we just exported out of
- 15:18Blender. And then we can just easily rig
- 15:20it. Just make sure that you then choose
- 15:21here the amount of fingers your
- 15:23character has. You can even turn here on
- 15:25the height and so on of your character.
- 15:27In our case, this is already the correct
- 15:29height. And then I can just click here
- 15:31on Rick. And now the great thing is as
- 15:33you can see we got the bones here
- 15:35already and the connections. You can
- 15:37even select like clo for example. But of
- 15:39course we can select here also a prop.
- 15:41And this is then our sword that we would
- 15:43like to uh select now because then
- 15:45action forge is actually able to
- 15:47recognize the sword as a different
- 15:48object. So I'm just clicking on this
- 15:50here. You will see now that it will be
- 15:52then constrained to our handwrite
- 15:54controller. And just really important
- 15:56make sure to choose the fingers like how
- 15:58many you have and also to click on
- 15:59detect fingers on the button itself
- 16:02because it will then recognize like how
- 16:04many fingers are there and also attach
- 16:06it and animate then the fingers of your
- 16:08character. So once you have done that
- 16:10just make sure then to click on bind and
- 16:12wear and then you will see you know he
- 16:14is holding his sword correctly and we
- 16:15have now successfully rigged our
- 16:17character with action forge which is
- 16:18really amazing by the way huge shout out
- 16:20here to CG stuff who developed this
- 16:22tool. We can then also combine different
- 16:24motions together to just have it as one
- 16:26gab file then to import it later in the
- 16:28next step then into go do. So, you know,
- 16:31we have like dash forward animations and
- 16:34all this different fancy stuff that you
- 16:36can then add to your character, which I
- 16:37think is really cool and working really
- 16:39well here as you can see. So, just make
- 16:41sure to choose your favorite ones. I
- 16:43used here, for example, the sword
- 16:45regular combo, the sword regular C
- 16:47animation as well as the sword attack.
- 16:49And then really important, of course, is
- 16:51as well that our character can run and
- 16:54walk. So, just search for, you know,
- 16:56like walk animations or something like
- 16:58this. So as you can see here, we can
- 17:00first like add jumps so that we also can
- 17:02jump with our character in the game. So
- 17:04make sure then to select like jump
- 17:06start, jump land, and jump loop. You
- 17:09know that you have all these animations
- 17:10that he has an animation when he is in
- 17:12the air and so on. You can then download
- 17:14all of them together as a GB file. But
- 17:16let's also add some other animations. So
- 17:19you can see here for example a jog
- 17:21animation. So we have him jogging
- 17:23through the game then in the end. And
- 17:24then once we have selected all those
- 17:26animations that we need, you can see
- 17:28here we can click on download nine as
- 17:30GAB. And now we can then export them all
- 17:33as one combined GAB file which all
- 17:36animations included already. And next
- 17:38step is now the fun part because now we
- 17:40can finally create our game and import
- 17:42then our game ready character and then
- 17:44make them playable.
- 17:48All right. And for the next step, I'm
- 17:49using go dot. It's a free tool to create
- 17:52new games with it and it's open source.
- 17:54So there will be also link down below
- 17:56for you to download it. So what I'm
- 17:58going to do once you have it open just
- 18:00make sure that you click on the left to
- 18:02create and then we can create here a new
- 18:05project. So I'm just going to call this
- 18:07something like AI game ready character.
- 18:10And then once you have that just make
- 18:11sure that you choose here forward plus.
- 18:13And then you can just click on create.
- 18:15And then once created you will see a new
- 18:18interface. And here we then can on the
- 18:20left bottom create a new folder just by
- 18:22right click new folder. And then I'm
- 18:24going to call this character. And then
- 18:26just make sure that we then drag and
- 18:28drop our character that we exported out
- 18:30of action for into the character folder.
- 18:33As you can see here, once it's in here,
- 18:34we can also double click on it just to
- 18:36check that everything worked. And you
- 18:38will see here that we have our character
- 18:40plus all the animations that we just
- 18:42selected. Next step is now that we can
- 18:44kind of you know build the structure to
- 18:46then make our character playable and to
- 18:49building the stretcher for character.
- 18:50What I did then is you know clicking on
- 18:52other node you then add for example
- 18:55nodes such as character body and then
- 18:58you select here 3D. In this way you can
- 19:00then generate like all the different
- 19:02elements that we need for our character.
- 19:04I won't go through every detail here
- 19:06because this will be a very long video
- 19:08then. But you can follow along step by
- 19:10step because I created this GitHub guide
- 19:12with a claw markdown file. So you can
- 19:14just paste it into your clot and then
- 19:16follow along step by step or you can
- 19:18just use the step-by-step installation
- 19:20guide that I had there where everything
- 19:22is basically explained as well just to
- 19:24give you you know a quick overview. So I
- 19:26created all those different nodes like
- 19:28for example also collision shape here.
- 19:30So we will see where the character is
- 19:31then kind of placed in the end, you
- 19:33know, and that go do knows where to put
- 19:35it. We can then also drag our GB file
- 19:39then onto our character so it knows,
- 19:41okay, it should be positioned in the
- 19:42space as you can see here. This works
- 19:44pretty well. Then we can for example
- 19:46also add a hitbox here with a collision
- 19:48object 3D as you can see here. So just
- 19:51make sure then to choose here the right
- 19:53scale. So how far the hitbox should go
- 19:56and so on. And you can then choose also
- 19:57here four layers and two masks in total.
- 20:00And then I also added here another
- 20:02collision shape. Just make sure then to
- 20:05use here a box shape, you know, so it
- 20:07knows where it can be hit and collide
- 20:10with other objects as well. And then I
- 20:12also created the camera here just to be
- 20:14sure that you have a character cam. And
- 20:16then there will be a very important part
- 20:18because obviously we will need a script
- 20:20for you know make our character
- 20:21playable. So it knows which hotkey to
- 20:23take to make him run dash forward and so
- 20:26on. What you need to do is select first
- 20:28the player file over here. Then go to
- 20:30the right side and add here metadata and
- 20:33then go to new script and then just make
- 20:35sure that you're using here player.gd.
- 20:38And then just make sure to hit here
- 20:39create. And then once you're here you
- 20:41will see that you already have a script
- 20:43base over here. But you can then just
- 20:45copy uh paste or ask your claw to make
- 20:47it adjust the script to which animations
- 20:50you exported from ancient forge. And
- 20:52then just make sure to let Claude
- 20:53generate the script. And then you can
- 20:55just paste it in here. So you can see
- 20:57this is the script that Claude gave me.
- 20:59So I will just copy this one and then it
- 21:01will fit with the names. It needs to
- 21:03have underscore fit. As you can see,
- 21:05this worked already quite well. So the
- 21:06script will recognize the motions that
- 21:08we're going to use. But just make sure
- 21:10to paste it. Then as you can see, you
- 21:11can let chat GPT or Claude write the
- 21:14script. Just make sure that you tell the
- 21:15LLM what kind of motions you're going to
- 21:17use. And as mentioned, just make sure to
- 21:19use the markdown file. Then once you
- 21:21have that here, just make sure that you
- 21:23then save the script as well. So just
- 21:25make sure go to file and save. And then
- 21:28before I was able to play, I just
- 21:29rearranged some things in the outliner,
- 21:31right? That the naming is correct and so
- 21:34on. And as well as everything is in the
- 21:36right hierarchy because I then noticed
- 21:38later you know that the camera pivot
- 21:40needs to be first instead of the camera
- 21:42for example and it needs to be in this
- 21:44hierarchy of you know having camera
- 21:46pivot a spring arm 3D and camera 3D and
- 21:49as well with the model then to have the
- 21:50hitbox and then the collision shape 3D
- 21:52but as mentioned this is also all
- 21:54explained in the markdown file. Now it's
- 21:56time that we create our 3D scene so we
- 21:59can actually play him in the game
- 22:01because otherwise he would just fall
- 22:02into emptiness. So just make sure to go
- 22:04to new scene. Then we can create now a
- 22:073D scene. This is really simple. Just
- 22:09click on 3D scene. What we can do then
- 22:11is that we now create our sun and
- 22:14lighting. So just make sure to click
- 22:15here on the three little dots next to
- 22:17the sun and earth symbol. Then you can
- 22:19see here you can add a sun to the scene.
- 22:21Then also make sure that you also select
- 22:24here the environment. So you can add an
- 22:26environment to the scene as well. And
- 22:28now we can then finally add our floor to
- 22:30the scene. So what I can do is hitting
- 22:33plus then make sure here to go to mesh
- 22:35instance and here we then can choose for
- 22:38example a plane to then make our ground
- 22:40and then once we have here our ground we
- 22:42can then also choose here then the scale
- 22:44and so on that we need and how large we
- 22:46would like to have it and then just make
- 22:48sure to drag then the player tscn that
- 22:51you have on the left in your file system
- 22:53just to drag and drop it then into the
- 22:55scene and this is how you then can
- 22:57connect your character that you just set
- 22:59up with everything into the scene.
- 23:01There's finally now the time that we can
- 23:03test our character. So, make sure then
- 23:05to press F6 or go to the play button on
- 23:08the top. And you can see then that the
- 23:10game is starting. And you can see then
- 23:12that we have our character here. So, in
- 23:14case everything worked with the script
- 23:15and so on, you will see him then here.
- 23:17And you can then play and walk around
- 23:20with him. And you can see this is all
- 23:21working fine. I can control him with WD
- 23:24and I can with left mouse button and
- 23:26give him the different fight actions and
- 23:28so on that we have here. And then as a
- 23:30last step, I created here this little
- 23:32scene with this one. You know, we have
- 23:34some hitboxes. So, we can even like play
- 23:36him, you know, and then see if the
- 23:37hitbox is working. And as you can see,
- 23:39this is all working fine. And, you know,
- 23:41we can just run around. And this is how
- 23:43you can then also import other 3D
- 23:45objects into your shot and then build
- 23:47your whole scene with it and then create
- 23:49a little fancy game with it. And I think
- 23:50this is pretty cool. Of course, you can
- 23:52also use this workflow to import it into
- 23:54Unreal Engine, for example. This is not
- 23:56bound to go do, but you know, I think
- 23:58here it works pretty well. And yeah,
- 24:00this is basically how you can do the
- 24:01whole workflow, you know, all locally.
- 24:03And in case you have enjoyed this video,
- 24:05please make sure to subscribe to the
- 24:06channel. And in case you would like to
- 24:08see more of this stuff, please let me
- 24:10know down below. and see you on the next
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