|
Post by rbm on Oct 28, 2016 14:56:04 GMT
Hi
what should I do to character play different animation for different weapon?I mean AXE attacking animations be different to SWORD animation!
|
|
|
Post by uberwiggett on Oct 29, 2016 7:21:38 GMT
The weapons have set weapon ID numbers that correlate to which animation group they trigger. I added in a spear and gave it an ID tag of 5, and added a whole new set of animations for handling it onto the animation controller, worked perfectly. When i get a hold of 2.0 I can do a tutorial for this.
|
|
|
Post by rbm on Oct 29, 2016 10:59:17 GMT
The weapons have set weapon ID numbers that correlate to which animation group they trigger. I added in a spear and gave it an ID tag of 5, and added a whole new set of animations for handling it onto the animation controller, worked perfectly. When i get a hold of 2.0 I can do a tutorial for this. I am waiting for tutorial!
|
|
|
Post by Invector on Oct 29, 2016 14:26:24 GMT
That's pretty much it, just copy a attack state, set the ID and replace the animations lol I'm creating a video tutorial explaining with details those features.
|
|
|
Post by rbm on Oct 30, 2016 8:22:47 GMT
That's pretty much it, just copy a attack state, set the ID and replace the animations lol I'm creating a video tutorial explaining with details those features. It will be Really good if you make a tutorial!
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Dec 4, 2016 3:56:17 GMT
I think @invector Made one, if he didn't, it might be good as well. Update to 2.0 in all.
|
|
leo
Junior vMember
![*](//storage.proboards.com/forum/images/stars/star.png)
Posts: 28
|
Post by leo on Dec 7, 2016 11:06:38 GMT
|
|
|
Post by uberwiggett on Dec 7, 2016 11:31:26 GMT
edit: ok here is a quick one;
So you need to bring up your animator controller, go to full body, then pick what type of attack (strong/weak). You'll see two options, unarmed and sword. It doesn't matter which one you copy, but paste it in the same area and name it what you want (ie 2 hand sword). Then you need to make the transition from enter, link it to the statemachine of your attack. Set the attack ID # to the number that corresponds to the weapon item (this is done on the weapon in game [attack ID]). The transition to UP must also go to the null section as per video.
now double click your attack to open it you'll see the three linked animations. they can remain unaltered, all you have to do here is replace the animation itself. once you've done that, you are good to go.
|
|