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Post by siesatia on Feb 5, 2017 14:29:34 GMT
*Edit by Invector, bring all the questions and answers into the main post to better reading.
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Post by shadex on Feb 6, 2017 3:21:06 GMT
First off, don't make 10 posts, make one, it's harder to read and answer.
Second, learn IK, that's what your after
third, when you use a word like "industry standard" to a bunch of indie dev's, you look like a douche.
Fourth, it sounds like your models not setup right. Check the demo, see if the same things happen there. If it is the model, it could be a couple of things, a bad setup of the avatar, a bad conversion of the avatar or animations, especially if you converted from legacy.
Fifth as far as the scripts go to "climp up" or "jump across" if you don't want to get as specific as IK, you can just adjust the landing point's till it looks good. Just click on the object with the script and find the target.
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Post by siesatia on Feb 6, 2017 4:20:25 GMT
1) Fair point. I personally find smaller posts easier to digest myself, but I will keep it in mind. 2) In Progress. But it doesn't negate nor really relate to any of the posts here. Might be thinking of the ladder post in the other thread. Timely/Recent IK Tutorials are somewhat lacking in consistency and quality. If you have any to recommend that would be great. 3) Invector has marketed this as a AAA Level Product multiple times. The first line of the description of the Melee Controller's Description on the Asset Store is: "AAA Quality 3rd Person Controller". AAA represents best industry practices and standards, if something is not using these best industry practices and standards, it is not AAA. 4) I have tested it just now on the standard V-Robot model and found the same errors present. Using my own model was a mistake on my part, but it doesn't change the results this go around. 5) Changing and modifying the hand positions doesn't fix the feet issues I've posted. Both the robot model, and my current model still clip through the floor noticeably or end up stuck in the world geometry.
I am not bashing the product, I am bringing up legitimate concerns and bugs just as if I released an asset, I would expect concerns, criticisms, and bug reports on mine. I've been using the asset since the beginning, and helped beta test a release for Invector a while back, I've always held their product up as one of the best assets on the store, and I very much want to see it's continued success.
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Post by Chronicman on Feb 6, 2017 5:10:59 GMT
Not taking sides in this topic but I think some of the concerns are important and some are easy fixes blocking attack input during actions or adding additional animations would fix allot of the concerns listed. After creating my own assets it is really hard to come close to what Invector has produced and a creator cant forsee every problem so feed back is nice. We are human we all make mistakes its how we learn.
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Post by Invector on Feb 6, 2017 15:20:47 GMT
That's actually kind of helpful, we're just two of us and sometimes is really hard to find bugs, we do make A LOT of playtest combining things and predict every behaviour and results is really hard. So basically some of your questions are helpful to improve the template like the platform and attacking at the same time, but like chronic say, a lot of those questions are really simple to solve.
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Post by shadex on Feb 6, 2017 22:55:47 GMT
2) In Progress. But it doesn't negate nor really relate to any of the posts here. Might be thinking of the ladder post in the other thread. Timely/Recent IK Tutorials are somewhat lacking in consistency and quality. If you have any to recommend that would be great. 3) Invector has marketed this as a AAA Level Product multiple times. The first line of the description of the Melee Controller's Description on the Asset Store is: "AAA Quality 3rd Person Controller". AAA represents best industry practices and standards, if something is not using these best industry practices and standards, it is not AAA. 4) I have tested it just now on the standard V-Robot model and found the same errors present. Using my own model was a mistake on my part, but it doesn't change the results this go around. 5) Changing and modifying the hand positions doesn't fix the feet issues I've posted. Both the robot model, and my current model still clip through the floor noticeably or end up stuck in the world geometry. I am not bashing the product, I am bringing up legitimate concerns and bugs just as if I released an asset, I would expect concerns, criticisms, and bug reports on mine. I've been using the asset since the beginning, and helped beta test a release for Invector a while back, I've always held their product up as one of the best assets on the store, and I very much want to see it's continued success. 2. The IK system allows you to actually place the hand's or feet in the proper location. It's usually what most climbing systems, and 3d platformers use. It's a pain to do, but it makes a big difference. I'll leave a few links to tutorials that helped me. I am not the greatest with the IK system, but if you have questions, feel free to make a post or PM me and i will attempt to answer them. 3. Your definition is impossible. If i have a mobile game designed to work on low end systems, and a game designed to run on high end PC's, whats the industry standard texture size, lighting, rendering path? The best practices and standards is really relative to the type of game, the system its being designed to, the tech requirements, even the genre. TPC works almost identical to dark souls which is AAA, and has almost nothing out of the box for mirrors edge. Also AAA quality does not mean bug free either. 4. Ok so it's happening with the default demo scene. That means we can eliminate all the typical setup problems. I tested this last night breifly, and for the jump from plat form to play form, i just moved the target landing position a little past the platform till it worked. In the animator Foot IK is turned off by default on the jump and landing. I'll take a look tonight or tommrow to see if there is an easy trick for this. For the climb up, the only solution i know that i can think of is either IK or change the destination target. I just adjust the destination target. 5. So do the feet. If your talking IK, you typically have to IK both hands and both feet, and in some cases each finger and toe. Ahh, if thats the case then i appologise. typically when people use buzz words like "Tight controls" or "industry standard" and points out a ton of problems on their first posts, it typically means they just want someone to make there game for them, and ignores suggestions, tutorials, or any real answer. Forums for assets have conditioned me!!!!111 Full wall climbing system tutorial, including coding Long Tutorial on the entire IK system (This is what i used to learn, and despite being exhausting, is the most complete) A quick playmaker IK tutorial
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