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Post by chocolatka on Feb 1, 2017 15:53:54 GMT
After replacing the animation hit, hit looks strange. When he strikes his legs up in the air
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Post by Invector on Feb 1, 2017 16:04:23 GMT
Can you post a quick video or screenshot showing the issue?
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Post by chocolatka on Feb 1, 2017 18:53:39 GMT
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Post by Invector on Feb 1, 2017 19:23:21 GMT
Simple, just check the Bake Y Root of your animation, make sure that the foot stay in the same position
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Post by chocolatka on Feb 1, 2017 19:34:53 GMT
Thank you, it was easier than I thought
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Post by shadex on Feb 1, 2017 19:40:33 GMT
Thank you, it was easier than I thought Is that the royal knight moveset from 3d-foin? If it is, and generally speaking for most legacy animations that look off, I tend to bake Rotation because during lock-on the animation shoots off to the side, and of course bake Y like he said.
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Post by chocolatka on Feb 1, 2017 19:59:31 GMT
Thank you, it was easier than I thought Is that the royal knight moveset from 3d-foin? If it is, and generally speaking for most legacy animations that look off, I tend to bake Rotation because during lock-on the animation shoots off to the side, and of course bake Y like he said. Well this blows have animation in most assets list. and thanks for the advice, I will consider .And there is another question, how to make each weapon has been caused by its own animation
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Post by shadex on Feb 3, 2017 15:19:28 GMT
Is that the royal knight moveset from 3d-foin? If it is, and generally speaking for most legacy animations that look off, I tend to bake Rotation because during lock-on the animation shoots off to the side, and of course bake Y like he said. Well this blows have animation in most assets list. and thanks for the advice, I will consider .And there is another question, how to make each weapon has been caused by its own animation It shouldn't blow. I am saying i have all of those assets animations working 100%. You just have to turn them humanoid, create avatar, and then bake Y and Rotation. I use the royal executioner for pole arm's like halberds and stuff and it works nicely. I don't understand "Each weapon has been caused by its own animation". I am assuming that you want each weapon to have it's own animation set, like dark souls? If that's is what you want, they are already setup that way. Step 1. Create a weapon Step 2. Assign it an attackID Step 3. Go to the animator. In the animator go to full body -> attacks -> Weak attacks Step 4. Duplicate a state (SwordAttack is one) Step 5. Make a transition from entry to your new state, and give it a condition attackID Equals (The attackID of the weapon you just made) Step 6. Rename SwordAttack to the weapon's name, and double click on it. Step 7. Change the animations in that to your liking Step 8. Add item to your item database and then to the player inventory Step 9 hit Play, and equip the new weapon. It now has its own animation's from the animation state you just created. Now do that for every other weapon you have. I personally prefer doing it by classes of weapons (Sword, Mace, Axe) and then do special move sets for specific items (ice sword has different animations then regular swords in my game)
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Post by chocolatka on Feb 13, 2017 22:29:39 GMT
Well this blows have animation in most assets list. and thanks for the advice, I will consider .And there is another question, how to make each weapon has been caused by its own animation It shouldn't blow. I am saying i have all of those assets animations working 100%. You just have to turn them humanoid, create avatar, and then bake Y and Rotation. I use the royal executioner for pole arm's like halberds and stuff and it works nicely. I don't understand "Each weapon has been caused by its own animation". I am assuming that you want each weapon to have it's own animation set, like dark souls? If that's is what you want, they are already setup that way. Step 1. Create a weapon Step 2. Assign it an attackID Step 3. Go to the animator. In the animator go to full body -> attacks -> Weak attacks Step 4. Duplicate a state (SwordAttack is one) Step 5. Make a transition from entry to your new state, and give it a condition attackID Equals (The attackID of the weapon you just made) Step 6. Rename SwordAttack to the weapon's name, and double click on it. Step 7. Change the animations in that to your liking Step 8. Add item to your item database and then to the player inventory Step 9 hit Play, and equip the new weapon. It now has its own animation's from the animation state you just created. Now do that for every other weapon you have. I personally prefer doing it by classes of weapons (Sword, Mace, Axe) and then do special move sets for specific items (ice sword has different animations then regular swords in my game) I do so as it is written, but the problem with 5 "Step 5. Make a transition from entry to your new state, and give it a condition attackID Equals" I have to give it a condition attackID in code . or animator
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Post by shadex on Feb 14, 2017 1:14:34 GMT
It shouldn't blow. I am saying i have all of those assets animations working 100%. You just have to turn them humanoid, create avatar, and then bake Y and Rotation. I use the royal executioner for pole arm's like halberds and stuff and it works nicely. I don't understand "Each weapon has been caused by its own animation". I am assuming that you want each weapon to have it's own animation set, like dark souls? If that's is what you want, they are already setup that way. Step 1. Create a weapon Step 2. Assign it an attackID Step 3. Go to the animator. In the animator go to full body -> attacks -> Weak attacks Step 4. Duplicate a state (SwordAttack is one) Step 5. Make a transition from entry to your new state, and give it a condition attackID Equals (The attackID of the weapon you just made) Step 6. Rename SwordAttack to the weapon's name, and double click on it. Step 7. Change the animations in that to your liking Step 8. Add item to your item database and then to the player inventory Step 9 hit Play, and equip the new weapon. It now has its own animation's from the animation state you just created. Now do that for every other weapon you have. I personally prefer doing it by classes of weapons (Sword, Mace, Axe) and then do special move sets for specific items (ice sword has different animations then regular swords in my game) I do so as it is written, but the problem with 5 "Step 5. Make a transition from entry to your new state, and give it a condition attackID Equals" I have to give it a condition attackID in code . or animator In the animator. You should make a transition (the line from a state to another state) click on the transition, and where it says conditions hit the + sign. Click on the drop down menu and choose attackID then in the second field choose equals and finally type in the number of the AttackID you want in the last field.
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