We did some cool new things, so next update should be coming next week ;)
So that was on Nov 9th. it's been 3 weeks now. Any update?
Yes! We decide to work on All the Animations of the template since the basic, melee and shooter. We retarget to the Vbot2.0 and fix all the crooked fingers, new idle and aiming poses, reload and shot animations all using uMotion.
Next update will bring some new features that I'm going to announce soon! We're definitely stepping up to a new version, this means a new Animator Controller so it will probably not work well with previous versions!
So that was on Nov 9th. it's been 3 weeks now. Any update?
Yes! We decide to work on All the Animations of the template since the basic, melee and shooter. We retarget to the Vbot2.0 and fix all the crooked fingers, new idle and aiming poses, reload and shot animations all using uMotion.
Next update will bring some new features that I'm going to announce soon! We're definitely stepping up to a new version, this means a new Animator Controller so it will probably not work well with previous versions!
I see. It sounds both exciting and frightening. But I look forward to hearing more and getting my hands on it.
Yes! We decide to work on All the Animations of the template since the basic, melee and shooter. We retarget to the Vbot2.0 and fix all the crooked fingers, new idle and aiming poses, reload and shot animations all using uMotion.
Next update will bring some new features that I'm going to announce soon! We're definitely stepping up to a new version, this means a new Animator Controller so it will probably not work well with previous versions!
so, the next update will make adding animations more easier as well as adding events like opening doors?
btw, ever thought about make updating inventory system, by making it more easier and liner like older/ even modern games. Were the player doesn't have to go 2 to 3 layers deep to grab a weapon. This will make it easier to add features like combine items. What you think? Its the only thing that hasnt been updated since the very beginning.
Video Preview of the new feature included on the Shooter Template version 1.3.0 (also included on Basic & Melee Templates versions 2.4.0) that is coming next week to the AssetStore and vStore.
The vAnimatorEvents will make your life A LOT easier to trigger particles, sounds, call methods, anything an Event can do, from an AnimatorState directly from the AnimatorController!
good job! do you recommend we continue to use the old animated as far as shooter, or can it be replace and configured this new way? like if enemy bits player and player takes damage, and adding and configuring previous weapon animations and events to work this newer way. Maybe a tutorial explaining how to? to much potential with this not to get at least a couple more examples like this tutorial thx
good job! do you recommend we continue to use the old animated as far as shooter, or can it be replace and configured this new way? like if enemy bits player and player takes damage, and adding and configuring previous weapon animations and events to work this newer way. Maybe a tutorial explaining how to? to much potential with this not to get at least a couple more examples like this tutorial thx
If you are starting your project now, I would definitely wait for this update since we updated all the animations and animator of the template, this means MoveSetID, UpperbodyID, AttackID (now we also have a ShotID) so your old prefabs will need to be updated and you also need to include vAnimatorTag to all your animation states that uses Tags.
It's a lot of work to update an older project, but I think it's worth due to the new possibilities to easily add new features using the vAnimatorEvents, another example (included on this new release) is reloading a weapon and actually replacing the weapon clip.
2 events to enable/disable the original clip of the weapon 2 events to enable/disable the fake clip in the character's hand 1 event to instantiate a clip prefab with collider & rigidbody
Question, is the ability to holster weapon WITH animation by pressing certain key coming? If i recall correctly you can do that only from using inventory at the moment or provided you have the item "Auto Enable", and that also disables the item immediatly. Would be very VERY useful in situations where the character needs two hands to do something. Still haven't found what line makes the character tick and holster the weapon when called lol.
Question, is the ability to holster weapon WITH animation by pressing certain key coming? If i recall correctly you can do that only from using inventory at the moment or provided you have the item "Auto Enable", and that also disables the item immediatly. Would be very VERY useful in situations where the character needs two hands to do something. Still haven't found what line makes the character tick and holster the weapon when called lol.
Yes! I'm recording a video tutorial about this feature today it's called vDrawHideWeapon and works with the vWeaponHolder. A cool thing about this, is that we have public methods to Draw or Hide the current weapon, so you can call on the vGenericAction using Events, for example, OnStartAction call to hide and OnEndAction call the Draw