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Post by Invector on Jun 1, 2017 13:44:03 GMT
This is incredible. Only thing I haven't tried yet. I understand so far that root motion is what drives the animation. So if I want to do an action similar to the ladder, like balance walk on a wall, do I just 'bake-into-pose' the Y axis and enable original position on XZ in the animation clip , then use match target to make the object move back and forth ? The MatchTarget is only to find the correct spot to start or end your animation, for example on the Door we only need the character to be on that X and Z directions, but not the Y because it's on the ground, so we use the Root of the character to match the target transform. For example, if your stealth kill was more complex animation that required the player and enemy to be syinc, like a movement that both need to be playing specific animation you could use MatchTarget to first align the player with the enemy, lock both controllers and trigger the animations. For the ladder, notice that we use the parameter InputVertical directly into the AnimatorState, that's another thing very helpful
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Post by jrackley on Jun 1, 2017 20:02:10 GMT
Is there any update on a possible time frame that swimming will be released?
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Post by Deleted on Jun 1, 2017 22:54:47 GMT
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Post by Invector on Jun 3, 2017 2:47:59 GMT
Less then 3 weeks I think, we're just finishing up 1.1b with new hotfixes and some new stuff. Also, the AI 2.0 Beta launch is closing up, then we will go back to finish the Advanced Locomotion Pack ;)
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Post by Deleted on Jun 3, 2017 2:56:10 GMT
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Post by Invector on Jun 3, 2017 14:26:13 GMT
It will be open for public, everyone who own the Melee or Shooter will have access ;)
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Post by Invector on Jun 3, 2017 14:56:36 GMT
New update available at the vStore and very soon on the AssetStore
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Post by Invector on Jun 8, 2017 21:37:19 GMT
From time to time we create new demos using fresh assets to check if everything is working as expected, in this video I've used some free assets to test the performance using 30 AI's on a big environment while using Post Processing effects. The results are very cool and stable framerate - FC_GoblinRanger - Skeleton - Animated and Low Polygon - Rocky Hills Environment - Light Pack - Mixamo animations
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Post by tharindu on Jun 9, 2017 18:02:29 GMT
From time to time we create new demos using fresh assets to check if everything is working as expected, in this video I've used some free assets to test the performance using 30 AI's on a big environment while using Post Processing effects. The results are very cool and stable framerate - FC_GoblinRanger - Skeleton - Animated and Low Polygon - Rocky Hills Environment - Light Pack - Mixamo animations
Wow looks great. Do you mind if I ask the specs on the system you guys are running these on ? And at the same time, isn't this the latest version of AI
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Post by Invector on Jun 9, 2017 19:11:23 GMT
nothing fancy, mid-end i5, 8gb, 1060 gtx... enough to run most games with ok framerates
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Post by tharindu on Jun 9, 2017 19:13:49 GMT
Awesome Awesome! :D Mine's less fancy with one half of the 8gb not working :/ So running on an i5 4590 on an r9 290x 4 gb ram. My frame rates aren't that good that's why I was worried.
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Post by hamzah on Jun 10, 2017 5:40:01 GMT
From time to time we create new demos using fresh assets to check if everything is working as expected, in this video I've used some free assets to test the performance using 30 AI's on a big environment while using Post Processing effects. The results are very cool and stable framerate - FC_GoblinRanger - Skeleton - Animated and Low Polygon - Rocky Hills Environment - Light Pack - Mixamo animations
This is mind blowing, but I have one suggestion/question, like we see in god of war 1,2,3 the enemies comes in large hordes similarly as shown in this video but they are not too close to each other, in this showcase video the enemy ai looks so much into each other... Is there a way we can get the AI not to get too much closer to each other and by that we can cover more ground with lesser ai. But this looks amazing for creating a zombie game similar to days gone.
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Post by Invector on Jun 12, 2017 20:57:11 GMT
Shooter 1.1b, Basic & Melee 2.2b is available at the AssetStore!
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Post by sjmtech on Jun 12, 2017 21:12:37 GMT
... and they have a big (apparently secret?!) sale discount 64% off (melee) and 47% off (shooter). Edit: seems an asset store issue ... I see this sale only if i'm logged.
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Post by Invector on Jun 12, 2017 21:35:06 GMT
... and they have a big (apparently secret?!) sale discount 64% off (melee) and 47% off (shooter) wuut... we add 20% off at the vStore but the AssetStore is normal price
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