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Post by uberwiggett on May 6, 2020 3:15:47 GMT
yeah I was going to say it looked pretty smooth for 8fps :P
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Post by deidrereay on May 6, 2020 16:40:19 GMT
Nice. Looks really good. whats GDOC??
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Post by deirre on May 6, 2020 18:52:00 GMT
GDOC is realtime GPU occlusion culling that increases FPS by hiding objects that out of view.
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Post by deidrereay on May 6, 2020 20:25:50 GMT
Just took a look at it. looks nice
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flow
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Post by flow on May 7, 2020 4:02:12 GMT
Yes we use GPU Instancer which also comes with Culling these things are indeed worth putting their attention on it
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flow
New vMember
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Post by flow on May 21, 2020 17:36:41 GMT
Currently trying to integrate the Invector Controller with Motion Matching for Unity Motion Matching is a technique which creates based on the character velocity and trajectory prediction a Animation ... Currently just the Locomotion is set up but I hope we soon get our animations where we can extend it then with our own animations, to finally have all movements back on track The Video is more map related but you are able to see some motion of the character ...
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Post by user52 on May 22, 2020 7:02:41 GMT
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Post by deirre on May 25, 2020 16:20:28 GMT
Currently trying to integrate the Invector Controller with Motion Matching for Unity Motion Matching is a technique which creates based on the character velocity and trajectory prediction a Animation ... Currently just the Locomotion is set up but I hope we soon get our animations where we can extend it then with our own animations, to finally have all movements back on track The Video is more map related but you are able to see some motion of the character ...
This looks really good, keep up the good work. I considered using it but developers insisted I need a moderate background in programming so I took it off the table. Something like this would take my game to another level.
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flow
New vMember
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Post by flow on May 25, 2020 20:40:26 GMT
Currently trying to integrate the Invector Controller with Motion Matching for Unity Motion Matching is a technique which creates based on the character velocity and trajectory prediction a Animation ... Currently just the Locomotion is set up but I hope we soon get our animations where we can extend it then with our own animations, to finally have all movements back on track The Video is more map related but you are able to see some motion of the character ...
This looks really good, keep up the good work. I considered using it but developers insisted I need a moderate background in programming so I took it off the table. Something like this would take my game to another level.
Yes, it requires some Programming but what my studio is struggle atm is not the coding side of this asset it's more the animations, if you find Motion Capture animation clips or can produce it on your own it's a good way to go but for example for us is Motion Capture to expensive as a small studio so we need to create Cut Clips for the Animations where you end up by having sometimes 50+ Animation Clips for one acceleration type like crouch or walk, I searched a lot in the asset store and did not found one animation assets which has this variety of different clips for one acceleration type ... so we end up creating it on our own But I totally agree if it's a quality animation input and well created it really brings your character to a next level
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Post by uberwiggett on May 29, 2020 2:07:40 GMT
hmm, to be honest I don't like the look of it currently, I am not sure if that's just because it is missing some animations, or if it's just the use of real motion on a low poly stylised character. I think toony style characters like synty and others look better if the animation is less realistic, and vice versa, realistic models using realistic motion. I think it has to do with the uncanny valley effect. For instance if you check out assetstore.unity.com/packages/3d/animations/heroic-traversal-67802you can see the character they use has a toony triangular body shape, I have some other models with this, and because of that shape, when you use standard invector or real motion stuff, they look weird because the toon body just doesn't contort correctly. The synty models are more proportional, but they still have non realistic joints, and because of that, you need to use non realistic animations to match. Not to say motion matching isn't a good solution for it, but I wouldn't invest with real motion capture, I'd suggest looking at purpose built animations based off the synty rig.
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flow
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Post by flow on May 29, 2020 16:45:45 GMT
Yes, it highly depends on what I want to create out of stone reverie, Motion Matching is good for several use cases but if I would create an FPS game I would probably run into issues as it's not that snappy like the default. We also don't want to go into a special style, this does not mean we make a mixture of all but our core idea is to make a unique game with a touch of some noble behaviours, if this could go wrong I don't know but I just don't want to think in blocks like it needs to be that way ... so far I know does 90% of all people like it.
But this animation set you send me is quite good, maybe I get that, we have an animator which working hard at the moment to make some unique animations for the character and we will see how it turns out.
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flow
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Post by flow on Jun 10, 2020 23:58:19 GMT
We recently bought the Invector Free Climb Add on and it turns out pretty damn good, with our special character setup we just needed to fix some small issues with the IK and some animations to make it work with the Active Ragdoll together. Here to the video:
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Post by deidrereay on Jun 11, 2020 21:37:53 GMT
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Post by uberwiggett on Jun 24, 2020 3:57:16 GMT
Great work flow, already commented on the video but that's a really nice use of the climb system!
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flow
New vMember
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Post by flow on Jun 29, 2020 17:43:29 GMT
Great work flow, already commented on the video but that's a really nice use of the climb system! Thanks a lot, currently we struggle a bit with the Performance of the controller, I mean for sure it's optimized by default but we add a lot to it which is probably the reason of the drop so currently one character drops 5 FPS ( not in my test scene but after all in the main environment with the caves and other meshes ) ... So we come to the conclusion we create a new character controller from scratch with ECS and Jobs and Burst, we already have made Motion Matching working with Kinematica and for the IK we use Animation Rigging and the active ragdoll do we write on our own, currently we get something around 200 Characters at 40 FPS and 100 at 70 FPS, all threads are on 100% so it looks like multithreading also does it's job ... we try to use just frameworks which is unity providing like Kinematica and Animation Rigging so we even could sell it later once it's finished in the asset store ... but that's just how I think it could work, idk if we really sell it or not or if it's a success or not
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