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Post by youngyi on Dec 19, 2018 1:40:53 GMT
Some new bugs founded yeeey ç.ç 1 day of delay, hold on guys Don't worried! Thanks for your hard work!
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and91
New vMember
Posts: 21
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Post by and91 on Dec 19, 2018 6:08:34 GMT
Some new bugs founded yeeey ç.ç 1 day of delay, hold on guys No need to rush! Get your things done but keep us posted ;)
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Post by shadex on Dec 19, 2018 7:02:43 GMT
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 When your talking about updating an older project, are you just talking about the animator, and adding the vAnimatorEvents component? Will this effect any add on's or 3rd party programs? If we have no desire to use vAnimatorEvents, will are old animator's still work? Is updating an older project mostly animation swaps, or will it be something like having to add new required scripts to every attack state? I've got months spent on my animators, mostly custom animations on player and many AI animators. Getting a little worried here
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Post by Invector on Dec 19, 2018 11:44:14 GMT
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 When your talking about updating an older project, are you just talking about the animator, and adding the vAnimatorEvents component? Will this effect any add on's or 3rd party programs? If we have no desire to use vAnimatorEvents, will are old animator's still work? Is updating an older project mostly animation swaps, or will it be something like having to add new required scripts to every attack state? I've got months spent on my animators, mostly custom animations on player and many AI animators. Getting a little worried here
If you replaced all the animations than it's ok, you just need to add the vAnimatorTag to identify things like CustomAction, Attacks, etc... but the new update will require the new animator controller because we updated all the animations, so if you try to use the old animator the default animation clips that come with the package it will be missing since they are no longer in the project. About the vAnimatorTag, one thing that is definitely great is that it works on SubmachineStates, so instead of adding tags manually for each attack clip, you can create a submachine with all of your animations there, and assign a vAnimatorTag to the Submachine.
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Post by uberwiggett on Dec 19, 2018 21:42:39 GMT
Oh wow so you can tag the state and then have further bools to dictate substates? Say i can have "assassinate" as the tag and then have it run to an action, and then in that action have an animation for sword, pistol, shield, unarmed etc and have it run off the equipment id?
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Post by Devistute on Dec 20, 2018 0:49:04 GMT
So this update doesn't break third party systems? I have tons of animations for everything, and i only control when they play via playMaker. Right now is as simple as flipping some bools and checking velocity before toggling some animation on, i quess my question is that does the Animator & Controller need some sort of verification of letting the animation play before being able to do said thing? Or is it just as simple that the Animator is little different but works (almost) exactly way as before? *Oops, also i need to check the MoveSet ID's and other somewhat advanced stuff. Doesn't work by just flipping bools
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Post by Invector on Dec 20, 2018 18:28:44 GMT
So this update doesn't break third party systems? I have tons of animations for everything, and i only control when they play via playMaker. Right now is as simple as flipping some bools and checking velocity before toggling some animation on, i quess my question is that does the Animator & Controller need some sort of verification of letting the animation play before being able to do said thing? Or is it just as simple that the Animator is little different but works (almost) exactly way as before? It's pretty much the way it was before, minor changes of movesetID's or transitions and of course all the animation clips were replaced. uberwiggett I'm not sure if I understood what you said oO
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Post by Invector on Dec 20, 2018 22:46:00 GMT
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dav
Full vMember
Posts: 56
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Post by dav on Dec 20, 2018 23:50:31 GMT
Great! Is any way to get it now instead of waiting to the Unity Store? Sending you the invoice or similar?
All this updates are related to the third persons AI also?
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Post by dottdogg on Dec 21, 2018 0:00:50 GMT
Thanks for the update, Invector!
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Post by uberwiggett on Dec 21, 2018 0:09:53 GMT
@invector was just making sure I understood your previous post about the substate machine. Effectively what you're saying is in the actions section of the animator controller, we can have a substate machine labeled "ASSASINATE", tag the substate machine with vASSASSINATE, and inside that substate machine have "sword, axe, spear, unarmed, rifle, pistol". So when the vASSASSINATE tag is triggered, it goes to the substate machine, and then we can use the weaponID to determine which animation in that substate machine it plays?
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Post by Invector on Dec 21, 2018 13:34:40 GMT
@invector was just making sure I understood your previous post about the substate machine. Effectively what you're saying is in the actions section of the animator controller, we can have a substate machine labeled "ASSASINATE", tag the substate machine with vASSASSINATE, and inside that substate machine have "sword, axe, spear, unarmed, rifle, pistol". So when the vASSASSINATE tag is triggered, it goes to the substate machine, and then we can use the weaponID to determine which animation in that substate machine it plays? Well, what I mean is that instead of tagging each animation state you can tag only the submachine (parent) if all the state inside use the same tag, and inside you can use whatever conditions you need
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Post by Yort_Draeb on Dec 21, 2018 19:26:26 GMT
What was vgettransform and where did it go?
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Post by Aaron2348 on Dec 21, 2018 20:20:20 GMT
Anyone know how to download new versions from selfy? trying to get 2.4 melee.
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Post by Invector on Dec 21, 2018 21:43:11 GMT
What was vgettransform and where did it go? It's used for the Swimming add-on, so it was moved to the swimming add-on folder
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