|
Post by paulgames on Apr 7, 2020 22:05:06 GMT
Hi,
I would really like to adjust the Shoot animation of the Third Person Shooter template character. But wherever I search (Mecanims and code) I can't find how to do that.
Does anyone know how I can adjust the Shoot animation?
Thanks you, Paul
|
|
|
Post by Invector on Apr 8, 2020 14:51:56 GMT
If you want to literally change the Shot animation, just go to the animator > shot layer > and replace the animation clip
|
|
|
Post by paulgames on Apr 8, 2020 15:15:26 GMT
Thank you for the answer.
There is no animator -> shot layer..
Im using Invector@ShooterMelee as the controller. I have bought an animation pack and want to use them therefore I need to change the shoot animation.
Am I using the wrong controller?
|
|
|
Post by Invector on Apr 9, 2020 15:35:38 GMT
Well... that's the one, you must have this layer unless you delete it somehow
|
|
|
Post by paulgames on Apr 10, 2020 12:17:25 GMT
How could I not see that! Haha. Thank you so much .
|
|
|
Post by y2splashy on Apr 10, 2020 12:22:34 GMT
How could I not see that! Haha. Thank you so much . hey could anyone help me out with the invector + cinema director integration of how to switch from the cutscene from the game and then back to the game thanks really appreciate it.
|
|
|
Post by komposite on Apr 10, 2020 12:31:55 GMT
Well, you're kind of always "in the game", even while playing a cutscene.
But you can use the bool "lock all inputs" of the character controller, and changing camera is a good start for a cutscene.
You can even create scene for your cinematics, and switch to cine scene at the trigger enter, and back to game scene at the end of the cinematic.
|
|
|
Post by paulgames on Apr 14, 2020 12:04:14 GMT
Another question related to this topic. I bought an Animation Pack from the Asset Store and would like to use those animations.
But these animations are modified by the Vector system (I think by the ShooterManager). Especially when I shoot or aim.
I would like to use the animations I bought without being modified (eg IKAdjust) by the Vector System.
Is this possible?
|
|
|
Post by komposite on Apr 14, 2020 15:01:37 GMT
What do you mean by modified ?
Invector simply use headtrack for aiming, it's a necessary component for the shooter manager, without it, it wont work at all.
However, you can change the aim "range" by reducing the limits on the headtrack componant. But you also reduce your ability to aim, but if that what you want...
|
|
|
Post by paulgames on Apr 15, 2020 10:04:50 GMT
Well, when I equip a weapon the animation is changed. Ive looking in the animation tree and everything there is setup correctly. When no weapon is equipped, the animations look as they should.
Especially the arms, torso and head are modified, maybe the IKAdjust have something to do with it?
Ps: the animations are as they should without having a weapon equipped.
|
|
|
Post by komposite on Apr 15, 2020 10:25:50 GMT
Well, when you equip a weapon, you also change your MoveSetID, which determine which type of animation you gonna use when this specific weapon is in use. You can see what type of MoveSetID the weapon is using by going to the Weapon ID tab on the vShooterWeapon.
And you got two possibility from here : change your animations in the Animator to use the one that you want (long process) or change the MoveSetID of the weapon to use the one that you want (I assume it's 0 as everything is ok when you have no weapon selected)
Look at the blend tree parameter in the free locomotion tho, it will help you understand what MoveSetID is all about ;)
|
|
|
Post by paulgames on Apr 15, 2020 11:40:57 GMT
Still when I set the MoveSetID in the Weapon ID tab to zero. The original animations are not used. There is a change but the Head and arms are all over the place. Does the IKAdjust have something to do with this?
|
|
|
Post by komposite on Apr 15, 2020 12:58:51 GMT
Probably the IKAdjust mess up your animations, indeed. Follow the tutorial, and match something close to your original animation then.
|
|
|
Post by paulgames on Apr 15, 2020 13:31:33 GMT
Oke I will, thank you. Still an awesome package btw!
One more thing: The character turns sideways (to the right) when shooting or aiming. Do you know where this is set in the code?
I want to make the character shoot left handed when strafing to the left. And right handed when strafing to the right.
|
|
|
Post by komposite on Apr 15, 2020 15:05:24 GMT
Well, I think you're asking too much for me on this one.
But the general idea would be to get the InputVertical parameter, and to swap gun if you're going left or right. But in detail, I think it's may more complex than this...
|
|