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Post by A Random indie dev on Jan 9, 2017 16:42:52 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 😊 www.assetstore.unity3d.com/en/#!/content/56576 (Cinema Mocap) and an Microsoft Kinect. it's a cheap setup under $150
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Post by kajamaz on Jan 9, 2017 17:24:30 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 Super simple anim is fine. Mixamo has free anims.
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Post by kajamaz on Jan 9, 2017 17:25:20 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. We understand, and respect that! Its just suggestions we're offering to make the package more complete! We love that you guys listen and reply! Thanks! Could you guys legally alter the mixamo animation for longbows?
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Post by Invector on Jan 9, 2017 18:50:32 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. We understand, and respect that! Its just suggestions we're offering to make the package more complete! We love that you guys listen and reply! Thanks! Could you guys legally alter the mixamo animation for longbows? Nope, mixamo don't allow reselling their animations by any means, even if you modify or retarget the source. Back when we release the Basic Locomotion we hire an 3D animator and give some of the locomotion mocap from mixamo so he could use as reference, but he created the animations from scratch.
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Post by Deleted on Jan 9, 2017 20:10:12 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. We understand, and respect that! Its just suggestions we're offering to make the package more complete! We love that you guys listen and reply! Thanks! Could you guys legally alter the mixamo animation for longbows? I agree, I respect you guys too!!! Glad you can hear us devs out, as much it's far away, any estimate on when? And how is the shooter coming? Thank you for making a awesome product to help devs like us make great games!!!!! :D
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Post by chainsawpenguin on Jan 9, 2017 20:28:08 GMT
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. ...Holy hell, man, THANKS! I've been looking for something like this for a loooooooong time, and my pitiful efforts in blender were just not good. Thanks so much!!!
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Post by shadex on Jan 10, 2017 0:40:59 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 Oh i think i can help with this. There is a free to use Mocap library called the Carnegie Mellon University Motion Capture Database or CMU Mocap. It's has a ton (2600+) animations. The have shooting a gun, bow and arrow, idles, sword attacks, martial arts, etc. You can find that at mocap.cs.cmu.edu/The license is complete free use, as stated on the FAQ page "The motion capture data may be copied, modified, or redistributed without permission. " which can be found at mocap.cs.cmu.edu/faqs.phpAnd conveniently they converted a huge amount of the library and put it on the asset store in 3 parts, which you can switch them to human, target V-Bot. I haven't played around with these and TPC, but i had them working in other assets, so it should work fine. Here is the Asset store pack www.assetstore.unity3d.com/en/#!/content/19991 It's where i go when i need an animation i can't find anywhere else, and it's free, and free license..... Hope this helps! mocap.cs.cmu.edu/
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Post by jgiroux on Jan 10, 2017 0:51:29 GMT
It's where i go when i need an animation i can't find anywhere else, and it's free, and free license..... Hope this helps! mocap.cs.cmu.edu/I agree, I also have used some of those animations slightly tweaked for my Car Add-On. Only issue with the format is the massive amount of content, even with the supplied PDF of all the animations, you cant really judge it by reading" man#1 firing left" so you end up having to view them all one by one, but perhaps a list of what you are missing? we can streamline it, as I have a bunch of that collection as well and removed the less than savory animations. which unfortunately is a lot of them , just as many great ones though too!!
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Post by uberwiggett on Jan 10, 2017 4:28:18 GMT
... removed the less than savory animations.
which unfortunately is a lot of them...
THIS I GOTTA SEE!
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Post by hrothvitnir on Jan 10, 2017 11:38:57 GMT
I checked out the "Huge Mocap library part 1" - unusably bad. This mocap data isn't cleaned up, lot's of jitter, and random joints misaligned (sometimes the head is bent to the side during walk cycles, during boxing animations my models elbows were bent backwards, etc), and no finger animation. A lot of the motions aren't planned out properly for game use, more like random motion. Plus the fact they didn't name any of the files/animations just pisses me off more than it probably should. There were no gun animations in part one, but I'm not going to bother downloading the other two parts.
For those recommending this, I assume you looked at the gun animations - were they better than this? Maybe provide gif/video/.asset package of the gun animations?
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Post by Invector on Jan 10, 2017 14:56:37 GMT
I checked out the "Huge Mocap library part 1" - unusably bad. This mocap data isn't cleaned up, lot's of jitter, and random joints misaligned (sometimes the head is bent to the side during walk cycles, during boxing animations my models elbows were bent backwards, etc), and no finger animation. A lot of the motions aren't planned out properly for game use, more like random motion. Plus the fact they didn't name any of the files/animations just pisses me off more than it probably should. There were no gun animations in part one, but I'm not going to bother downloading the other two parts. For those recommending this, I assume you looked at the gun animations - were they better than this? Maybe provide gif/video/.asset package of the gun animations? I also look a while ago at the part 1 and it was really unusably, but hey, we have receive a few packages from some users and I will take a look today if it will fit into the project!
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Post by hrothvitnir on Jan 11, 2017 2:15:58 GMT
Ok, I got an email from Invector saying they don't need the animations I made so ( here is a link ) to download them, I'll leave it up for a few weeks maybe. This has two up and two down aims, aim forward, relaxed pose, reload etc for pistol, rifle and bow. You are welcome to use the animations as placeholders if you need them or whatever you want, but the vBot model belongs to Invector obviously, and the guns belong to someone else well known on the asset store (I should probably delete them, they are just there so you can position your weapons correctly) so don't use the guns in a final project. The bow is just junk I modeled in 30 seconds. You will want to replace that with an animated bow model. For the guns left hand IK should be used to keep the left hand on the gun except when reloading; for the bow right hand IK to the nock point on string. You also want some look at IK to aim at the camera target.
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Post by Deleted on Jan 11, 2017 2:26:31 GMT
hey hrothvitnir , does it have working bow and arrow? i know you said it has animations.
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Post by hrothvitnir on Jan 11, 2017 3:11:56 GMT
No, it's just the humanoid animation, with a placeholder bow for visualization. The bow and string don't move. Also the animations are for a non-longbow (shortbow, recurve, compound, whatever). The nock is drawn to about the corner of the mouth. You could use for a longbow, but typically they were pulled back further (or so I'm told, my experience is with compound hunting bows). I have animated several bows and crossbows for my project, but it isn't useful to share, since there is no retargetting generic animations yet, and even with generic retargetting you would need all your bows rigged and skinned the way I've done mine. Doing a quick google search, there is an animated bow on the asset store ( here ). It probably won't match my animation though, but since its rigged, you might be able to make it work. There is probably a transform at the nock you can script to follow a target transform parented to the right hand (basically, IK) during the draw animation. Otherwise you need to learn how to rig, skin and animate. A (simple) bow is a pretty easy place to start, I think (so long as it isn't a compound with a dozen or more independently moving parts). I could make a quick tutorial, but I only use Maya (its what they had us learn in school). You'll probably want to use Blender, which is free. The broad concepts are the same, but terminology and interface will be different.
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Post by Deleted on Jan 11, 2017 20:17:24 GMT
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