azul
Junior vMember
Posts: 38
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Post by azul on Feb 27, 2019 21:19:42 GMT
I watched every single tutorial and resource out there (even searched through this forum), but for some reason am having issues setting up a new character. When I rotate and setup the defaultHandler during locked aim mode (with pivot and local set) everything lines up, however when the player goes back into idle, the weapon clips through the chest. When I try to edit the right IK in the shooter manager, nothing happens. Only the left IK seems to update. Am I doing something wrong with the setup or am missing something? Here is an in-game screen: Great third-person controller by the way!!!
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Post by Invector on Feb 28, 2019 12:14:29 GMT
Not every character will fit well in the default animations, but fixing that is really easy since we only use a keypose to aim or idle holding a weapon. If you look in the AnimatorController, in the "OnlyArms" layer you will find a blend of "Idle@Weapon" and you can replace to a keypose of your character's rig, so it fits better.
You can create a single keypose animation using any 3D editor such as maya, blender, motion builder and even uMotion directly inside Unity if you have it.
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azul
Junior vMember
Posts: 38
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Post by azul on Feb 28, 2019 17:58:38 GMT
Awesome! I got it to work with some custom idle weapon animations for the model/rig instead of using the default.
I also was able to get the 3rd person template and the AI template working together (along with the demos from each package). It turns out I was using an outdated version of the AI beta template (FSM AI Template v0.2 and not v0.3).
When I imported the new verison (into a clean project), I got abunch of obsolete definitions that I had to replace in various scripts, such as mouseDrag to MouseDrag. Seem's like there were changes with how some definitions are capitalized.
Anyway, thank you so much for the quick and great support, I appreciate it!!
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