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Post by gerardo on Mar 23, 2019 0:16:49 GMT
Is there anything I can do to fix speed of aiming ? Ive replaced invectors aiming animations with some from Mixamo and suddenly after I click right mouse button, it takes 3 seconds for character to get gun in position, animation goes slow
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Post by Invector on Mar 27, 2019 18:33:24 GMT
Go to your Animator Controller > UpperBody layer > Aiming > transition from "Can't Aim" to "Upperbody Pose" and set the transition duration to 0.1
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Post by gerardo on Mar 29, 2019 8:50:23 GMT
Thank you for replay, but problem is still there, when i press right click hands go in place, that part is okay, but gun goes slowly in position where it should be, someone already made topic about this but theres no help because im using mixamo animations, its really frustrating, when I go forward, backward or idle both handgun and assault rifle have that bug, but when I go left or right(btw my character use strafe as playstyle) gun goes immediately in position and only that works fine, cheers !
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Post by Invector on Mar 29, 2019 14:46:54 GMT
Can you post a small clip showing the issue? and also a screenshot of your ShooterManager > IK Settings
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Post by gerardo on Mar 31, 2019 16:07:42 GMT
I didn't touched anything in Shooter Manager, I've been having 2 projects, one for testing new things and one with full features, but I have this problem and my project can't move forward because this just looks off. First I tought it's problem in character prefab but then I tried testing Mixamos Swat character with that same animation for Mixamo, even when I go with Invectors Bot and any aiming animation from Mixamo, gun always goes slowly in place. Cheers !
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Post by Invector on Apr 1, 2019 17:13:08 GMT
The video is not available
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Post by gerardo on Apr 1, 2019 18:17:21 GMT
Sry had some trouble
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Post by Invector on Apr 2, 2019 18:06:17 GMT
Right, some characters (especially character from this pack you're using) has some issues with IK so we're creating a new public variable called smoothArmAlignWeight it will be in the ShooterManager in the next update.
For now just open the vShooterMeleeInput and put a value you feel it's good for your character in the method RotateAimArm line:
armAlignmentWeight = (isAiming || aimTimming > 0) && aimConditions ? Mathf.Lerp(armAlignmentWeight, 1f, newValueHere * (.001f + Time.deltaTime)) : 0;
You can put 4f, here it looks good but it really depends on your character.
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Post by gerardo on Apr 3, 2019 8:08:48 GMT
Thank you man, you are God amongst men. Cheers !
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Post by alienheretic on Jun 19, 2021 14:54:46 GMT
Having same issue tried all suggested steps still does same thing very slow to line up
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Post by protofactor on Jun 21, 2021 16:44:21 GMT
Having same issue tried all suggested steps still does same thing very slow to line up Yep same here, very annoying issue... What would be a great option would be to maybe just allow users to aim with the spine bones, leaving the arms untouched or something. I tried unchecking the useIK option on both arms but then it still messes up my animation. Tried to remove the weapons IK list but my animation is still off somehow...
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Post by Invector on Jun 21, 2021 18:21:59 GMT
Having same issue tried all suggested steps still does same thing very slow to line up You're looking at a very old thread, this was another issue. Today the issue is related to the upgrade we made from Unity 2018 to 2019 which uses a different update method when the V-sync is off/on To fix this issue now just increase the SmoothArmAlignWeight value from 4 to something like 24 or 30 in the ShooterManager / IK Adjust tab.
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Post by protofactor on Jun 21, 2021 22:16:54 GMT
Having same issue tried all suggested steps still does same thing very slow to line up You're looking at a very old thread, this was another issue. Today the issue is related to the upgrade we made from Unity 2018 to 2019 which uses a different update method when the V-sync is off/on To fix this issue now just increase the SmoothArmAlignWeight value from 4 to something like 24 or 30 in the ShooterManager / IK Adjust tab. changing the value of this variable doesn't change the issue at all, unfortunately.... Still takes about 3 seconds to have the aim aligned. Please note you need to wait quite some time as well to be able to shoot. It looks like the shooting is waiting for some sort of percentage of the aiming done before being able to actually fire a bullet
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Post by Invector on Jun 22, 2021 13:38:37 GMT
You're looking at a very old thread, this was another issue. Today the issue is related to the upgrade we made from Unity 2018 to 2019 which uses a different update method when the V-sync is off/on To fix this issue now just increase the SmoothArmAlignWeight value from 4 to something like 24 or 30 in the ShooterManager / IK Adjust tab. changing the value of this variable doesn't change the issue at all, unfortunately.... Still takes about 3 seconds to have the aim aligned. Please note you need to wait quite some time as well to be able to shoot. It looks like the shooting is waiting for some sort of percentage of the aiming done before being able to actually fire a bullet
Interesting... I can only think of one other thing that could be causing the issue, go into your Animator window and select the UpperBody layer > Aiming State, lower the transition durations of the states that goes into Aim Upperbody Pose
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Post by protofactor on Jun 22, 2021 14:46:41 GMT
Unfortunately this didn't solve the issue at all. Character draw gun or goes into aiming faster, but line up with aiming still takes the additional 3 seconds.... This is really frustrating. This little detail really kills the flow.
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