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Post by chainsawpenguin on Jan 6, 2017 15:20:33 GMT
Nifty!
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Post by Invector on Jan 6, 2017 16:59:10 GMT
Excellent! I have a dumb and entirely self-serving request, and it's for one specific animation, and please feel free to say, "No, that's dumb..." I've been working on a pirate game for a long while now, and pirates shoot rifles just like everyone else does, BUT they shoot pistols completely differently! If you watch a pirate movie, they always shoot pistols one handed (rather than supporting the weapon with the off hand the way modern shooters do). If there's any way at all you can provide us with even ONE animation that reflects that, it would be tremendous! That said, this looks freakin' amazing, and I can't wait to try it out!!! Second handed weapons in the Shooter Template is done with IK placement. So all the animations are actually one-handed and then the IK spot is where the second hand attaches itself. If you just leave the IK empty, you'll be one-handing pistols. well... not exactly, the animations use 2 hands on the weapon - we just use the IK to fix the left hand offset if you want to use 1 hand you still need the animation
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Post by thegreatest95 on Jan 6, 2017 17:27:27 GMT
Second handed weapons in the Shooter Template is done with IK placement. So all the animations are actually one-handed and then the IK spot is where the second hand attaches itself. If you just leave the IK empty, you'll be one-handing pistols. well... not exactly, the animations use 2 hands on the weapon - we just use the IK to fix the left hand offset if you want to use 1 hand you still need the animation Oh :( Well then... haha
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Post by hrothvitnir on Jan 7, 2017 3:08:10 GMT
Making it (the invector project) shoot one handed isn't a problem. (Also) I can make made a "piratey" raise gun, aim state and shoot/recoil animation for you. Its just a quickie and not perfect, so maybe use it as a placeholder/learning tool for now. I might want to use it for my own project for an enemy animation, so maybe I'll work on refining it more at a later date when I have more time. I went and fixed the arm jitter that was bothering me (maya HIK can be annoying sometimes). (For future note) For animators it helps to have a video or gif to reference. I can't read minds lol, but let me know if you need some modification. I will post a link here when I have it uploaded.You can ( get it here ) for the next few days. I split it up into two poses and transition animations, plus one complete run through. Play around with it in mecanim while you wait. You might be able to get by with mecanim blending from your idle to the first pose, then the second, then the recoil animation - or just from idle to the full animation. You have more control over timing the first way, but do play around with the animations speeds. Also a couple of notes - this is meant as an upper body animation on an override layer with an upper body avatar mask. The left arm could be/should also be masked out depending on what behavior you want. The last thing, I made this with the vbot, and wasn't able to test this on other characters because I can't use unity right now (its busy for days basically, which is why I'm making animations right now, lol). Vbot's first spine joint is kind of higher than I'd like. Depending on how your spine is set up it may not look the same as on vBot. For best results its always good to learn the basics so you can tweak things yourself to better fit your needs.
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Post by chainsawpenguin on Jan 7, 2017 19:09:38 GMT
Well that's super nice, thanks! I'll remember to post references for requests going forward!
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Post by iztrahd on Jan 8, 2017 20:43:03 GMT
Making it (the invector project) shoot one handed isn't a problem. (Also) I can make made a "piratey" raise gun, aim state and shoot/recoil animation for you. Its just a quickie and not perfect, so maybe use it as a placeholder/learning tool for now. I might want to use it for my own project for an enemy animation, so maybe I'll work on refining it more at a later date when I have more time. I went and fixed the arm jitter that was bothering me (maya HIK can be annoying sometimes). (For future note) For animators it helps to have a video or gif to reference. I can't read minds lol, but let me know if you need some modification. I will post a link here when I have it uploaded.You can ( get it here ) for the next few days. I split it up into two poses and transition animations, plus one complete run through. Play around with it in mecanim while you wait. You might be able to get by with mecanim blending from your idle to the first pose, then the second, then the recoil animation - or just from idle to the full animation. You have more control over timing the first way, but do play around with the animations speeds. Also a couple of notes - this is meant as an upper body animation on an override layer with an upper body avatar mask. The left arm could be/should also be masked out depending on what behavior you want. The last thing, I made this with the vbot, and wasn't able to test this on other characters because I can't use unity right now (its busy for days basically, which is why I'm making animations right now, lol). Vbot's first spine joint is kind of higher than I'd like. Depending on how your spine is set up it may not look the same as on vBot. For best results its always good to learn the basics so you can tweak things yourself to better fit your needs. Very nice, checked this out, can see some really cool dual pistol play with this using a mirrored copy of this!
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Post by iztrahd on Jan 8, 2017 20:54:11 GMT
Ugh, this makes me sad! Have seen this multiple times before, amazing projects being delayed for lack of a few animations (or just ones good enough to be considered "not placeholders") and especially for one so highly sought after as this kit! I totally understand why devs do this, many people are very visually oriented and will make the final decision to buy or not based on how good the presentations look, and not just on what it can do... but it still makes me sad, because the hard truth of it is... this really only effects marketing, most serious devs will end up replacing the stock animations at some point anyhow. (And I am crazy psyched to get my hands on this kit NOW! lol) Would it help if we took up a collection to assist in paying a custom asset creation service for the needed animations or something along those lines? I am currently in the middle of a big move and cannot do much until beginning of Feb. but if these animations are still an issue by then I could donate... $500 or so to getting them created for the kit. (Wish I could do it now as the thought of waiting a few more months for this kit is so so painful lol.... but... priorities...)
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Post by Invector on Jan 9, 2017 0:24:51 GMT
Ugh, this makes me sad! Have seen this multiple times before, amazing projects being delayed for lack of a few animations (or just ones good enough to be considered "not placeholders") and especially for one so highly sought after as this kit! I totally understand why devs do this, many people are very visually oriented and will make the final decision to buy or not based on how good the presentations look, and not just on what it can do... but it still makes me sad, because the hard truth of it is... this really only effects marketing, most serious devs will end up replacing the stock animations at some point anyhow. (And I am crazy psyched to get my hands on this kit NOW! lol) Would it help if we took up a collection to assist in paying a custom asset creation service for the needed animations or something along those lines? I am currently in the middle of a big move and cannot do much until beginning of Feb. but if these animations are still an issue by then I could donate... $500 or so to getting them created for the kit. (Wish I could do it now as the thought of waiting a few more months for this kit is so so painful lol.... but... priorities...) Good animations has been the most difficulty process on this project since the begin! they are reaaaaally expensive if you hire a talent freelancer, IF you find one available - it's the main reason why we don't have more features like move box, swim, advanced climbing, etc... code is easy for us, but finding good animations that can be combine to create a fluid gameplay experience is VERY HARD to do. Unfortunatelly I can't do keypose animation, neither Jorge... we try... a lot, but we are very picky with details so we're never happy with the results. We're almost investing on a mocap suite to create the animations ourselves
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Post by kajamaz on Jan 9, 2017 0:48:58 GMT
Since you guys are making a shooter, could you guys potentially add a bow and arrow to the melee pack? Just curious.
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Post by Deleted on Jan 9, 2017 3:56:39 GMT
That would be cool kajamaz!!!! :D Invector, and if so, any estimate date? Planning ahead on my series of games I'll be releasing in the next couple months/years.
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Post by hrothvitnir on Jan 9, 2017 4:40:33 GMT
Since you guys are making a shooter, could you guys potentially add a bow and arrow to the melee pack? Just curious. I will make animations, but it would still need shooter project code to put in a game, it can't work with the melee pack alone.
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Post by dreadlord on Jan 9, 2017 13:53:27 GMT
Good animations has been the most difficulty process on this project since the begin! they are reaaaaally expensive if you hire a talent freelancer, IF you find one available - it's the main reason why we don't have more features like move box, swim, advanced climbing, etc... code is easy for us, but finding good animations that can be combine to create a fluid gameplay experience is VERY HARD to do. Unfortunatelly I can't do keypose animation, neither Jorge... we try... a lot, but we are very picky with details so we're never happy with the results. We're almost investing on a mocap suite to create the animations ourselves www.ilm.com 😊
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Post by jrackley on Jan 9, 2017 14:07:51 GMT
Since you guys are making a shooter, could you guys potentially add a bow and arrow to the melee pack? Just curious. +1 I need to get bow working myself something serious! Heck I will buy just the "working" code for it, I have plenty of animations for it, just no time at the moment to try and get it to work correctly,yet with all of the other things going on in our project. Hopefully you guys get the animations worked out, but hell why not throw in Mixamo anims until then and let everyone change them, or do they not work for the project?
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Post by Deleted on Jan 9, 2017 15:08:20 GMT
+1 for bow and arrow, one of my games ill put them in, anim it doesnt really matter to me, but if i get some code, should be good :D
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Post by Invector on Jan 9, 2017 16:06:26 GMT
Keep calm guys, bow and arrow already is on the Roadmap but one thing at the time. Some of you may don't care for the animations that comes with the package, but it's not any animation that it's guarantee that you will put there and work as expected, we need to ship at least some basic animations so you guys can see how supposed to work. We can't simply ship half product, people expect to hit play and at least see how it works so they can replace.
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