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Local AI Now Makes Game-Ready 3D Characters (Fully Animated!) — Transcript

by PixelArtistry · 5,314 words · 700 segments · language en · Watch on YouTube

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  1. 0:00This character here was generated
  2. 0:02entirely locally with AI from a single
  3. 0:042D image. And with just a few simple
  4. 0:07steps, [music] we can turn him into a
  5. 0:08fully animated character you can easily
  6. 0:11integrate into your own game. So, in
  7. 0:13this video, I'm going to show you
  8. 0:15exactly how to create a low poly
  9. 0:17character with great textures straight
  10. 0:19out of Comfy Eye. Then, we're going to
  11. 0:21use the brand new action [music] forge
  12. 0:22tool to wreck him, add some awesome
  13. 0:24animations, and even give him a sword.
  14. 0:26And finally, we will bring him into God
  15. 0:28do and make him a fully playable game
  16. 0:30ready character. So, let's get into it.
  17. 0:35All right, guys. So, before we start,
  18. 0:37let's quickly set everything up because
  19. 0:40all the workflows to full go project and
  20. 0:42a one-click installer for Confui are
  21. 0:44directly linked in the description and
  22. 0:46can be found on this GitHub page that I
  23. 0:48created here. You can see here that it's
  24. 0:50called Pixel Artistry Animated
  25. 0:52Characters. And as you can see here on
  26. 0:54the GitHub page, as usual, we have first
  27. 0:57an installation script. So this one will
  28. 0:59install the confir workflow that we're
  29. 1:01going to use in this video and all the
  30. 1:03required dependencies that you're going
  31. 1:04to need to. Then we also have the
  32. 1:06workflows here. Here you will find then
  33. 1:08two workflows in total. So we have here
  34. 1:10the pixel artistry image to low poly
  35. 1:12character ultratext.json JSON workflow
  36. 1:15which will enable you to generate from
  37. 1:17an image a low poly game ready character
  38. 1:19that is then going to be textured with
  39. 1:21ultra tags which is a new method I
  40. 1:23showed in my last video and this one
  41. 1:25will give you way better textures for
  42. 1:27your characters. And then on the second
  43. 1:29one we have here an image to low poly
  44. 1:31workflow which is here. You can add any
  45. 1:33prop you would like to for your
  46. 1:35character. Regarding requirements you
  47. 1:36can see here I'm running it on the
  48. 1:38Windows. We have an Nvidia GPU and this
  49. 1:40is tested on an RTX 5080 with 16 GB of
  50. 1:43VRAM. But hold on because the whole
  51. 1:45workflow can also run on at least 8 to
  52. 1:4812 GB of VRAM and I will show you the
  53. 1:50settings later on how you can tweak them
  54. 1:51to run it also on your own PC. For the
  55. 1:54requirements as well because a lot of
  56. 1:56people are also asking about Linux. I
  57. 1:58will also provide an Linux installation
  58. 2:00script which unfortunately can't test
  59. 2:02myself because I don't have a Linux
  60. 2:04setup yet. But please report back to me
  61. 2:06if it works for you and then we can go
  62. 2:08from there. Regarding the installation
  63. 2:10for confi
  64. 2:13easy install or confi portable with the
  65. 2:15setup of Python 3.12, PyTorch 2.8 and
  66. 2:18CUDA 12 because we are going to use
  67. 2:21specific watertight nodes that are built
  68. 2:23exactly for this package. But those
  69. 2:25nodes are really important to remove any
  70. 2:27holes from your mesh and clean them up.
  71. 2:29So this is why we're going to use this
  72. 2:30package over here. Then we're also going
  73. 2:32to use Blender. And you will see for
  74. 2:34this one you will need about 26 GB of
  75. 2:37disk space for the whole setup. You will
  76. 2:39also see here as mentioned the
  77. 2:41watertight nodes are pre-built for
  78. 2:42Python 3.12 and so on. For the
  79. 2:45installation itself as mentioned we
  80. 2:46first need to have our installer. So in
  81. 2:49this page you will see here that you can
  82. 2:51download the zip file or you can just
  83. 2:53download the installer yourself. So,
  84. 2:55what you can do is that you go in here,
  85. 2:57then just click on it, go then here to
  86. 3:00download over here, and then you can
  87. 3:02switch here to downloads, and then just
  88. 3:04make sure to install it. In case you
  89. 3:05don't have set up Trellis 2 and Pixar 3D
  90. 3:08yet, which we're going to use for the
  91. 3:09generation, I created here a full
  92. 3:11step-by-step guide for you on this
  93. 3:13website over here, the Pixel Artistry
  94. 3:15Trellis to Confi installation guide. And
  95. 3:17here you can then just follow it along
  96. 3:19to set it up and then you will have
  97. 3:20confir easy install install it and then
  98. 3:22you can easily execute the installer
  99. 3:24that we have over here. So what I'm
  100. 3:26going to do is I'm just opening this
  101. 3:28folder over here. Then I'm going to
  102. 3:30paste this one and go to my confia easy
  103. 3:32install installation as you can see
  104. 3:34here. Then I'm going to navigate to the
  105. 3:36add-ons folder. It's important that you
  106. 3:38have it in this add-ons folder over
  107. 3:40here. And once you have it, you can then
  108. 3:41just double click it. Make sure that you
  109. 3:43then run the file. And you will notice
  110. 3:45there's one error we need to fix first.
  111. 3:47So just make sure that you also download
  112. 3:49the pa helper.py which is this file over
  113. 3:52here and then to also put it into the
  114. 3:55add-ons folder. And then you will see it
  115. 3:57will find the file you know it will then
  116. 3:59check your comfy eye and then it will go
  117. 4:01through all the installation steps to
  118. 4:02install the required packages it needs.
  119. 4:05And once the installation finished here
  120. 4:06you can then close the installer. Just
  121. 4:08make sure to not close it too soon
  122. 4:10because otherwise it won't work. And
  123. 4:11then we can already start confi. All
  124. 4:14right. And once confi is running for
  125. 4:16you, you will see the workflow already
  126. 4:18when you go here to workflows and to
  127. 4:20pixel artistry because what it will do
  128. 4:22is it will copy already the workflow
  129. 4:24into this folder for you. So you don't
  130. 4:26need to download it or something. The
  131. 4:28script will already do that. Otherwise,
  132. 4:29you can always go to the GitHub page and
  133. 4:31then go to workflows and then just
  134. 4:33download it directly from here. So what
  135. 4:35you can do then is that we're going to
  136. 4:37open the workflow. So in this case, it's
  137. 4:39here the image to low poly character
  138. 4:41ultra text. And then once we're here,
  139. 4:43you will see this is what we get. And
  140. 4:45for this video, we are going to use this
  141. 4:47character over here, which is really
  142. 4:50good for animation. And this is
  143. 4:51something to look out for definitely is
  144. 4:53that he doesn't have like crazy spikes
  145. 4:55as you can see here around his chest for
  146. 4:57example, because when you have a metal
  147. 4:59piece, it will deform at some point and
  148. 5:02it will then not look as clean as when
  149. 5:04you have, for example, a character like
  150. 5:06this one. So this is a really good
  151. 5:07example how you can do it. By the way,
  152. 5:08in case you would like to learn how to
  153. 5:10generate characters in detail with Quan
  154. 5:13image 2.1 with local methods, you can
  155. 5:15check out this video over here where I
  156. 5:17explain everything in detail. You will
  157. 5:18also notice like in the whole workflow.
  158. 5:20So what I did here is of course
  159. 5:22uploading the image first. You will also
  160. 5:24see over here that all mods are linked
  161. 5:26for you. So in case you don't have all
  162. 5:28of them, even though the script should
  163. 5:30download them for you, you can still
  164. 5:32like grab them from here, put them in
  165. 5:34the corresponding folders. Just make
  166. 5:35sure to upload them over here and select
  167. 5:37them in the notes. So to make sure that
  168. 5:39they run, you will notice over here that
  169. 5:41you know here you need to set your
  170. 5:43blender path. I have installed blender.x
  171. 5:45over here in my blender directory where
  172. 5:48I installed it. So just make sure to
  173. 5:50paste it in here without any double
  174. 5:52quotes or something like this because
  175. 5:53then it will find blender and it needs
  176. 5:55that for the watertight nodes as you can
  177. 5:57see. You will also notice over here. So
  178. 5:59this is the image pre-processing where
  179. 6:01it will remove then the background and
  180. 6:03so on. Then it will go over here in the
  181. 6:05sparse structure generation. Some of you
  182. 6:07might already know this from my previous
  183. 6:09videos, you know, where it will go over
  184. 6:11here just to generate like the shape
  185. 6:13itself. You can, by the way, select here
  186. 6:15in the conditioning if you would like to
  187. 6:17use Pixar 3D or Trellis 2. For this one,
  188. 6:19I'm mainly using Trellis 2 because with
  189. 6:21Pixar 3D, it can sometimes happen that
  190. 6:23your character looks like bent forward
  191. 6:25or something like this, and we don't
  192. 6:27really want that. And with Trellis 2,
  193. 6:29it's guaranteed that it will be in a
  194. 6:30tost and standing like straight up,
  195. 6:33which is of course really important when
  196. 6:35you have an animated character. You will
  197. 6:37see over here we have our high poly
  198. 6:38section where we just create a high poly
  199. 6:40mesh. And over here then our low poly
  200. 6:42and bake section. You can see by
  201. 6:44intention I disabled here the texturing
  202. 6:46part because the real texturing will
  203. 6:48then happen over here. So we will save
  204. 6:50some time by not creating textures over
  205. 6:52here. But here is the part where we'll
  206. 6:54then use ultra text to then texture your
  207. 6:56character. And then we will have here
  208. 6:58the final result. And as well over here
  209. 7:00you can set then also here triangle
  210. 7:02count like how much polies you would
  211. 7:04like to have for your character. You can
  212. 7:06change this to any number you would like
  213. 7:07to but is a good amount for a character.
  214. 7:10I would say for low poly one in our case
  215. 7:12at least you know. So you can use this
  216. 7:14one then to generate your character. for
  217. 7:16the trellis to upsample stage. You will
  218. 7:18see here you have a target resolution.
  219. 7:20And this means basically, you know, like
  220. 7:22the higher the resolution is, the better
  221. 7:24your result will be. In case you have
  222. 7:26lower VRAM, so around like 6 to 8 GB of
  223. 7:29VRAM, just make sure that you set this
  224. 7:31to like 1024. And as well on this node
  225. 7:34over here, you can also change it to
  226. 7:36then a value of 1024. And make sure to
  227. 7:39do the same. Then also here in the water
  228. 7:41type section to then also change the
  229. 7:43values over here to 1024. You can also
  230. 7:45play around with the proxy points as you
  231. 7:47can see here because those will also
  232. 7:49decide kind of you know how detailed
  233. 7:51your mesh will be and in case you run
  234. 7:53out of RAM or VRAM in this case. So with
  235. 7:55keeping that in mind what we can do then
  236. 7:57I would change this here just quickly to
  237. 8:001536 as the default again and same thing
  238. 8:03over here. And what we can do now is
  239. 8:05then just run the workflow and then we
  240. 8:07can check in a second what we get. And
  241. 8:09once the generation went through we can
  242. 8:11now have a look in the end. I switched
  243. 8:13here by the way to pixel 3D for first
  244. 8:15try just to show you that as well. And
  245. 8:17you will see it went here through and it
  246. 8:19had here the default resolution as
  247. 8:21mentioned. You can then also see here in
  248. 8:23this note when I zoom in now here is
  249. 8:26that we have here then the game ready
  250. 8:27low poly preview you know without any
  251. 8:30textures yet because on this step it
  252. 8:32only generates our base mesh. But you
  253. 8:34will see here that it did a pretty
  254. 8:35decent job already. And you can use this
  255. 8:38stand then for the texturing. As you can
  256. 8:40see, it will load this then in directly.
  257. 8:42Ultrex will then read the shape of your
  258. 8:44mesh and the input image. It will then
  259. 8:46generate up to 12 views as you can see
  260. 8:48here. And from each side, you know, and
  261. 8:51project that texture then back onto your
  262. 8:52mesh. And then with all the texture
  263. 8:54maps, as you can see, it will create
  264. 8:56albido but also metallic roughness and
  265. 8:58so on. And you will get then here a
  266. 9:00really good sense of how your character
  267. 9:02will look like. And you will see it does
  268. 9:04here a really great job. And then here
  269. 9:05on the final model you will then see we
  270. 9:08have our low poly character then already
  271. 9:10textured from all sides. And we can use
  272. 9:12this then already in the next step. And
  273. 9:14then we have here also our final game
  274. 9:16character node. And you know characters
  275. 9:19will always be in the output 3D folder
  276. 9:21saved in confi. But you can also click
  277. 9:23on this little download button and then
  278. 9:25save it to the folder you would like to.
  279. 9:27Just make sure to give it a name. I
  280. 9:29highly recommend it for this work to
  281. 9:30keep it as a GB file first. By the way,
  282. 9:33before we continue, let me introduce you
  283. 9:35quickly to Vakuidi, which is also
  284. 9:37today's sponsor of this video. It's made
  285. 9:40by NCAI from one of Korea's biggest game
  286. 9:43studios. And this whole scene here, the
  287. 9:45mech, [music] the giant turtle, and
  288. 9:47every single prop I built with Vco 3D
  289. 9:50and Claude. With their new feature flow,
  290. 9:52we can connect the whole 3D pipeline as
  291. 9:54nodes. Image to 3D, remshing, texturing,
  292. 9:58rigging, all the way to animation. Look
  293. 10:00at this Mac soldier. I generated with
  294. 10:03flow here. And since it's a workflow, we
  295. 10:05can just reuse it. New input, same flow.
  296. 10:08And now we've got this giant turtle
  297. 10:10without setting up a single step again.
  298. 10:12And if something doesn't look right, I
  299. 10:14just rerun that one node. And here's the
  300. 10:17really cool part. Vak 3D supports MCP
  301. 10:20that lets an AI agent use another apps
  302. 10:23tool directly. So I connected Claude to
  303. 10:25both Vak 3D and Blender. Claude then
  304. 10:28builds a rough scene in Blender,
  305. 10:30generates all the props through a VCU
  306. 10:32flow, and then I just ask it to replace
  307. 10:34this placeholder with the Rick turtle
  308. 10:37from VCO 3D and animated all in the same
  309. 10:40conversation. And the best thing is it's
  310. 10:42completely non-destructive because it's
  311. 10:44still a normal workflow. So, we can jump
  312. 10:46in and change anything by hand. And if
  313. 10:49you don't need Blender, you can also
  314. 10:50just use the agent directly inside Flow.
  315. 10:53For me, Flow together with MCP is a big
  316. 10:56step up from just generating single
  317. 10:58models, especially if you need a lot of
  318. 11:00assets to build your game or animation
  319. 11:02pipeline. So, if you want to try it
  320. 11:05yourself, everyone gets 50% off the
  321. 11:08first payment. And the best thing is if
  322. 11:10you sign up through my link in the video
  323. 11:12description, you even get your first
  324. 11:13month of Vco 3D Plus for free. So, let's
  325. 11:16continue with the video. And then next
  326. 11:18up I also generated the sword here which
  327. 11:21we will give him as a handle you know as
  328. 11:23his weapon basically. For this one I
  329. 11:25opened then here the image to low poly
  330. 11:27prop workflow which is optimized for a
  331. 11:29prop you because you will notice that we
  332. 11:31have less triangles. You can of course
  333. 11:33also use the same workflow as the
  334. 11:34character one with just changing the
  335. 11:36triangle count. And after the generation
  336. 11:38you can also see here this is then low
  337. 11:40poly result we get from it and then the
  338. 11:43textured result. And here you can see it
  339. 11:46takes the sword. It also recognizes the
  340. 11:48metallic roughness maps on it and what
  341. 11:50is metallic and what not. And you will
  342. 11:52see here when we now go around, you will
  343. 11:54also see here the reflection on the
  344. 11:56sword and the steel of the sword itself.
  345. 11:59And this is working really well, I would
  346. 12:00say. You know, we can use this then as
  347. 12:02our prop for our character later on.
  348. 12:07By the way guys, since a lot of you are
  349. 12:09asking always about a multiv- view
  350. 12:11workflow, I created here also multiv-
  351. 12:13view workflow for you that I'm also
  352. 12:15going to add to the repository. It's not
  353. 12:17perfect by any means because I need to
  354. 12:19test it further, but you can use it here
  355. 12:22in case I would like that. It's using
  356. 12:23quant 2.1, you know, to generate the
  357. 12:25multiv- views and then go from there.
  358. 12:27But stuff like this will be also part of
  359. 12:29the workflow pack that is going to
  360. 12:31finally launch very soon. Sorry to keep
  361. 12:34you waiting so long, but I really want
  362. 12:35to make sure to make this properly and
  363. 12:37to give you then a lot of value in the
  364. 12:39workflow pack. So, this will be also
  365. 12:40part of it, you know, like multiv- view
  366. 12:42workflows as well as single view
  367. 12:44workflows and so on and how to use them
  368. 12:46to generate low poly characters as well
  369. 12:48as great textures and so on. So, in case
  370. 12:50you didn't do it yet, make sure to join
  371. 12:52the wait list down below and you will be
  372. 12:54the first one to get early bird pricing
  373. 12:56as well as be the first one to test it
  374. 12:58out yourself.
  375. 13:02All right, next step is now that we
  376. 13:03bring our character and our prop
  377. 13:05together in Blender before we are going
  378. 13:07to rig our character in action forge
  379. 13:10which is the animation tool we are going
  380. 13:11to use later on. The step overall is
  381. 13:14really easy. So what I'm going to do is
  382. 13:15opening blender of course then going to
  383. 13:17import gab and then I will just import
  384. 13:20the character that you know we generated
  385. 13:22in confi and you can see here this is
  386. 13:24our low poly result that we get with our
  387. 13:27textures and so on and our character
  388. 13:29itself and using the to textures are
  389. 13:32working overall pretty great except for
  390. 13:34this glass bottle you know that you can
  391. 13:36see on this chest. So this is something
  392. 13:38I would need to regenerate in this case
  393. 13:40or painted out. But we can then also go
  394. 13:42ahead and now import our sword that we
  395. 13:45also generated with our workflow. And
  396. 13:47with this one, you know, we can just
  397. 13:49import it. Then what I'm going to do is
  398. 13:51I'm going to scale the sword to a good
  399. 13:54size. And now we can bring it in the
  400. 13:56correct position. Also, you know, just
  401. 13:58seeing that you put it correctly into
  402. 14:00the hand because action force is
  403. 14:02actually able to wreck the fingers and
  404. 14:04so on, but the prop needs to be already
  405. 14:06in the correct position or spot. So,
  406. 14:08let's adjust the scale a bit more. All
  407. 14:10right. And once the position fits well
  408. 14:12and we did that, what we can do now as a
  409. 14:15next step is of course export our
  410. 14:17character together combined with our
  411. 14:19sword. So, I will select both of them,
  412. 14:21just go to export and then gab. And then
  413. 14:24when you export it, just make sure to
  414. 14:25give it a new name. And then really
  415. 14:27important guys, don't miss this out is
  416. 14:29that you go here on the right to include
  417. 14:31and limit your selected objects.
  418. 14:33Otherwise, it will also import any other
  419. 14:35object in your scene. And we really
  420. 14:36don't want that.
  421. 14:40And then it's already time to riick and
  422. 14:42animate character. And this is now
  423. 14:44easier than ever before because there's
  424. 14:46a new tool called action forge now out
  425. 14:48there. It's really a new competitor to
  426. 14:51mixmore. A really great thing is that we
  427. 14:52can add props here to our character and
  428. 14:54so on. No. And this is really amazing.
  429. 14:56It just was released a few days ago and
  430. 14:58we can now use this for free in your
  431. 15:00browser to then riick and animate our
  432. 15:02character and it will look for you
  433. 15:04something like this. So you can see here
  434. 15:06it's the action forge beta and the link
  435. 15:08will be as mentioned down below in the
  436. 15:10video description for you. Just make
  437. 15:11sure that you go then here to unrigged
  438. 15:13model. And now we can then upload our
  439. 15:15gab file that we just exported out of
  440. 15:18Blender. And then we can just easily rig
  441. 15:20it. Just make sure that you then choose
  442. 15:21here the amount of fingers your
  443. 15:23character has. You can even turn here on
  444. 15:25the height and so on of your character.
  445. 15:27In our case, this is already the correct
  446. 15:29height. And then I can just click here
  447. 15:31on Rick. And now the great thing is as
  448. 15:33you can see we got the bones here
  449. 15:35already and the connections. You can
  450. 15:37even select like clo for example. But of
  451. 15:39course we can select here also a prop.
  452. 15:41And this is then our sword that we would
  453. 15:43like to uh select now because then
  454. 15:45action forge is actually able to
  455. 15:47recognize the sword as a different
  456. 15:48object. So I'm just clicking on this
  457. 15:50here. You will see now that it will be
  458. 15:52then constrained to our handwrite
  459. 15:54controller. And just really important
  460. 15:56make sure to choose the fingers like how
  461. 15:58many you have and also to click on
  462. 15:59detect fingers on the button itself
  463. 16:02because it will then recognize like how
  464. 16:04many fingers are there and also attach
  465. 16:06it and animate then the fingers of your
  466. 16:08character. So once you have done that
  467. 16:10just make sure then to click on bind and
  468. 16:12wear and then you will see you know he
  469. 16:14is holding his sword correctly and we
  470. 16:15have now successfully rigged our
  471. 16:17character with action forge which is
  472. 16:18really amazing by the way huge shout out
  473. 16:20here to CG stuff who developed this
  474. 16:22tool. We can then also combine different
  475. 16:24motions together to just have it as one
  476. 16:26gab file then to import it later in the
  477. 16:28next step then into go do. So, you know,
  478. 16:31we have like dash forward animations and
  479. 16:34all this different fancy stuff that you
  480. 16:36can then add to your character, which I
  481. 16:37think is really cool and working really
  482. 16:39well here as you can see. So, just make
  483. 16:41sure to choose your favorite ones. I
  484. 16:43used here, for example, the sword
  485. 16:45regular combo, the sword regular C
  486. 16:47animation as well as the sword attack.
  487. 16:49And then really important, of course, is
  488. 16:51as well that our character can run and
  489. 16:54walk. So, just search for, you know,
  490. 16:56like walk animations or something like
  491. 16:58this. So as you can see here, we can
  492. 17:00first like add jumps so that we also can
  493. 17:02jump with our character in the game. So
  494. 17:04make sure then to select like jump
  495. 17:06start, jump land, and jump loop. You
  496. 17:09know that you have all these animations
  497. 17:10that he has an animation when he is in
  498. 17:12the air and so on. You can then download
  499. 17:14all of them together as a GB file. But
  500. 17:16let's also add some other animations. So
  501. 17:19you can see here for example a jog
  502. 17:21animation. So we have him jogging
  503. 17:23through the game then in the end. And
  504. 17:24then once we have selected all those
  505. 17:26animations that we need, you can see
  506. 17:28here we can click on download nine as
  507. 17:30GAB. And now we can then export them all
  508. 17:33as one combined GAB file which all
  509. 17:36animations included already. And next
  510. 17:38step is now the fun part because now we
  511. 17:40can finally create our game and import
  512. 17:42then our game ready character and then
  513. 17:44make them playable.
  514. 17:48All right. And for the next step, I'm
  515. 17:49using go dot. It's a free tool to create
  516. 17:52new games with it and it's open source.
  517. 17:54So there will be also link down below
  518. 17:56for you to download it. So what I'm
  519. 17:58going to do once you have it open just
  520. 18:00make sure that you click on the left to
  521. 18:02create and then we can create here a new
  522. 18:05project. So I'm just going to call this
  523. 18:07something like AI game ready character.
  524. 18:10And then once you have that just make
  525. 18:11sure that you choose here forward plus.
  526. 18:13And then you can just click on create.
  527. 18:15And then once created you will see a new
  528. 18:18interface. And here we then can on the
  529. 18:20left bottom create a new folder just by
  530. 18:22right click new folder. And then I'm
  531. 18:24going to call this character. And then
  532. 18:26just make sure that we then drag and
  533. 18:28drop our character that we exported out
  534. 18:30of action for into the character folder.
  535. 18:33As you can see here, once it's in here,
  536. 18:34we can also double click on it just to
  537. 18:36check that everything worked. And you
  538. 18:38will see here that we have our character
  539. 18:40plus all the animations that we just
  540. 18:42selected. Next step is now that we can
  541. 18:44kind of you know build the structure to
  542. 18:46then make our character playable and to
  543. 18:49building the stretcher for character.
  544. 18:50What I did then is you know clicking on
  545. 18:52other node you then add for example
  546. 18:55nodes such as character body and then
  547. 18:58you select here 3D. In this way you can
  548. 19:00then generate like all the different
  549. 19:02elements that we need for our character.
  550. 19:04I won't go through every detail here
  551. 19:06because this will be a very long video
  552. 19:08then. But you can follow along step by
  553. 19:10step because I created this GitHub guide
  554. 19:12with a claw markdown file. So you can
  555. 19:14just paste it into your clot and then
  556. 19:16follow along step by step or you can
  557. 19:18just use the step-by-step installation
  558. 19:20guide that I had there where everything
  559. 19:22is basically explained as well just to
  560. 19:24give you you know a quick overview. So I
  561. 19:26created all those different nodes like
  562. 19:28for example also collision shape here.
  563. 19:30So we will see where the character is
  564. 19:31then kind of placed in the end, you
  565. 19:33know, and that go do knows where to put
  566. 19:35it. We can then also drag our GB file
  567. 19:39then onto our character so it knows,
  568. 19:41okay, it should be positioned in the
  569. 19:42space as you can see here. This works
  570. 19:44pretty well. Then we can for example
  571. 19:46also add a hitbox here with a collision
  572. 19:48object 3D as you can see here. So just
  573. 19:51make sure then to choose here the right
  574. 19:53scale. So how far the hitbox should go
  575. 19:56and so on. And you can then choose also
  576. 19:57here four layers and two masks in total.
  577. 20:00And then I also added here another
  578. 20:02collision shape. Just make sure then to
  579. 20:05use here a box shape, you know, so it
  580. 20:07knows where it can be hit and collide
  581. 20:10with other objects as well. And then I
  582. 20:12also created the camera here just to be
  583. 20:14sure that you have a character cam. And
  584. 20:16then there will be a very important part
  585. 20:18because obviously we will need a script
  586. 20:20for you know make our character
  587. 20:21playable. So it knows which hotkey to
  588. 20:23take to make him run dash forward and so
  589. 20:26on. What you need to do is select first
  590. 20:28the player file over here. Then go to
  591. 20:30the right side and add here metadata and
  592. 20:33then go to new script and then just make
  593. 20:35sure that you're using here player.gd.
  594. 20:38And then just make sure to hit here
  595. 20:39create. And then once you're here you
  596. 20:41will see that you already have a script
  597. 20:43base over here. But you can then just
  598. 20:45copy uh paste or ask your claw to make
  599. 20:47it adjust the script to which animations
  600. 20:50you exported from ancient forge. And
  601. 20:52then just make sure to let Claude
  602. 20:53generate the script. And then you can
  603. 20:55just paste it in here. So you can see
  604. 20:57this is the script that Claude gave me.
  605. 20:59So I will just copy this one and then it
  606. 21:01will fit with the names. It needs to
  607. 21:03have underscore fit. As you can see,
  608. 21:05this worked already quite well. So the
  609. 21:06script will recognize the motions that
  610. 21:08we're going to use. But just make sure
  611. 21:10to paste it. Then as you can see, you
  612. 21:11can let chat GPT or Claude write the
  613. 21:14script. Just make sure that you tell the
  614. 21:15LLM what kind of motions you're going to
  615. 21:17use. And as mentioned, just make sure to
  616. 21:19use the markdown file. Then once you
  617. 21:21have that here, just make sure that you
  618. 21:23then save the script as well. So just
  619. 21:25make sure go to file and save. And then
  620. 21:28before I was able to play, I just
  621. 21:29rearranged some things in the outliner,
  622. 21:31right? That the naming is correct and so
  623. 21:34on. And as well as everything is in the
  624. 21:36right hierarchy because I then noticed
  625. 21:38later you know that the camera pivot
  626. 21:40needs to be first instead of the camera
  627. 21:42for example and it needs to be in this
  628. 21:44hierarchy of you know having camera
  629. 21:46pivot a spring arm 3D and camera 3D and
  630. 21:49as well with the model then to have the
  631. 21:50hitbox and then the collision shape 3D
  632. 21:52but as mentioned this is also all
  633. 21:54explained in the markdown file. Now it's
  634. 21:56time that we create our 3D scene so we
  635. 21:59can actually play him in the game
  636. 22:01because otherwise he would just fall
  637. 22:02into emptiness. So just make sure to go
  638. 22:04to new scene. Then we can create now a
  639. 22:073D scene. This is really simple. Just
  640. 22:09click on 3D scene. What we can do then
  641. 22:11is that we now create our sun and
  642. 22:14lighting. So just make sure to click
  643. 22:15here on the three little dots next to
  644. 22:17the sun and earth symbol. Then you can
  645. 22:19see here you can add a sun to the scene.
  646. 22:21Then also make sure that you also select
  647. 22:24here the environment. So you can add an
  648. 22:26environment to the scene as well. And
  649. 22:28now we can then finally add our floor to
  650. 22:30the scene. So what I can do is hitting
  651. 22:33plus then make sure here to go to mesh
  652. 22:35instance and here we then can choose for
  653. 22:38example a plane to then make our ground
  654. 22:40and then once we have here our ground we
  655. 22:42can then also choose here then the scale
  656. 22:44and so on that we need and how large we
  657. 22:46would like to have it and then just make
  658. 22:48sure to drag then the player tscn that
  659. 22:51you have on the left in your file system
  660. 22:53just to drag and drop it then into the
  661. 22:55scene and this is how you then can
  662. 22:57connect your character that you just set
  663. 22:59up with everything into the scene.
  664. 23:01There's finally now the time that we can
  665. 23:03test our character. So, make sure then
  666. 23:05to press F6 or go to the play button on
  667. 23:08the top. And you can see then that the
  668. 23:10game is starting. And you can see then
  669. 23:12that we have our character here. So, in
  670. 23:14case everything worked with the script
  671. 23:15and so on, you will see him then here.
  672. 23:17And you can then play and walk around
  673. 23:20with him. And you can see this is all
  674. 23:21working fine. I can control him with WD
  675. 23:24and I can with left mouse button and
  676. 23:26give him the different fight actions and
  677. 23:28so on that we have here. And then as a
  678. 23:30last step, I created here this little
  679. 23:32scene with this one. You know, we have
  680. 23:34some hitboxes. So, we can even like play
  681. 23:36him, you know, and then see if the
  682. 23:37hitbox is working. And as you can see,
  683. 23:39this is all working fine. And, you know,
  684. 23:41we can just run around. And this is how
  685. 23:43you can then also import other 3D
  686. 23:45objects into your shot and then build
  687. 23:47your whole scene with it and then create
  688. 23:49a little fancy game with it. And I think
  689. 23:50this is pretty cool. Of course, you can
  690. 23:52also use this workflow to import it into
  691. 23:54Unreal Engine, for example. This is not
  692. 23:56bound to go do, but you know, I think
  693. 23:58here it works pretty well. And yeah,
  694. 24:00this is basically how you can do the
  695. 24:01whole workflow, you know, all locally.
  696. 24:03And in case you have enjoyed this video,
  697. 24:05please make sure to subscribe to the
  698. 24:06channel. And in case you would like to
  699. 24:08see more of this stuff, please let me
  700. 24:10know down below. and see you on the next

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