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Post by shadex on May 3, 2017 16:46:17 GMT
I created some tutorial video's focusing on the animator due to interest in another thread, and lots of the same questions that keep coming up in the forum. Though i wouldn't consider myself an expert, i like to think i have a pretty solid grasp on the animator and Mecanim in general. I figure i'll just use this one thread to release the video's instead of starting a new thread each time. First video's i didn't bother to edit. I plan on trying to release a short video under 5 minutes and a longer step by step video for each group of topics (for the quick reminder and the in depth tutorial). Let me know how it works, i'll adjust my format accordingly. Also, i am sure there are things i didn't bother to cover, please feel free to point those out. I don't know what everyone doesn't know!. Here is the Channel: Hereditywww.youtube.com/channel/UCqzAuB-nyTH6B7vkslvABdAHere is the Play lists (click on em) Basic OverviewBasic overview of were everything is and general tips Adding Weapon AnimationsAdding weapon animations, importing and re targeting generic and legacy animations, preventing weapons from recoiling off the ground Smooth TransitionsHow to smooth the transition from one animation to another, blending, offset, onset animations, How to fix broken animations in a combo, Basic Branching Combo System
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yoni
New vMember
Posts: 7
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Post by yoni on May 3, 2017 17:39:51 GMT
WOW! discover of the day, thank you for your time and effort to make these videos! Glad to be your 1st subscriber on the channel! Very great job, need to start watch all through, this reply was just my first thoughts when i found the thread couple minutes ago, without watching those videos yet
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Post by xlushix on May 3, 2017 22:22:42 GMT
Dude this is the best tutorial to date. I can just about walk my way around unity and c# in all aspects, except animations with mecanim. Thats is a straight brick wall for me. So thank you for this. You are literally helping me learn the only thing I don't understand about unity, well besides the new UI. I know so many other people are going to benafit from this. Thank you, and nice job.
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Post by shadex on May 4, 2017 16:39:47 GMT
Thanks for the positive feedback. Any subjects you guys want covered? next i think i am going to do workflow and things like how to update the character model fast, how to re-use work and animation templates so it takes 30 minutes or so to release a fully custom enemy AI. Also want to do a video on multiple attack types and random attacks for AI as i know some people want their enemy's to have additional attacks.
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Post by tharindu on May 4, 2017 17:33:50 GMT
Thanks for the positive feedback. Any subjects you guys want covered? next i think i am going to do workflow and things like how to update the character model fast, how to re-use work and animation templates so it takes 30 minutes or so to release a fully custom enemy AI. Also want to do a video on multiple attack types and random attacks for AI as i know some people want their enemy's to have additional attacks. If possible I would appreciate if you can do a demo of setting up a generic creature than a biped. I've not tried setting up a wolf or a dog kind of creature and set its attack points and stuff .
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Post by shadex on May 4, 2017 19:56:57 GMT
Thanks for the positive feedback. Any subjects you guys want covered? next i think i am going to do workflow and things like how to update the character model fast, how to re-use work and animation templates so it takes 30 minutes or so to release a fully custom enemy AI. Also want to do a video on multiple attack types and random attacks for AI as i know some people want their enemy's to have additional attacks. If possible I would appreciate if you can do a demo of setting up a generic creature than a biped. I've not tried setting up a wolf or a dog kind of creature and set its attack points and stuff . I haven't gotten it to work on non-humanoids either, and honestly i don't really plan to. I know Invector doesn't have plans on devolping it much further, and i kinda agree. It's based on unity's navmesh which has been buggy lately on terrain, and though it's pretty good at humanoid AI when everything is working, there are much much better systems out their that have a year + of devolpement behind them that already have intigrations for Invector. There is ICE Creature Control Which excels in both non-humanoid and humanoid as well as flying and water creatures. It's made with a focus around how an animal should act in nature (which is fun when you add in dragons and pick their habits). On the next update (which may already be out) they have full integration for invector's TPC. It features everything from wandering systems to spawning systems, and has a custom pooler for massive amounts of AI. This is what i got and the direction i am going. Then there is Emerald AI which has dynamicly generated way points, and has a similar take on nature with hunt, gather, defend, etc logic modes. It's primary thing is that it's the only AI that supports a full on breeding system and animal companions. They use the LOD system to allow for 1000's of enemy's. Both are pretty close to each other, both are super fast to setup an enemy, and are so much more lightweight. Biggest differnce is better flying and underwater animals (ICE) or breeding and animal companions (Emerald). I don't want to say invectors AI is bad, cause it's really good... better then a bunch of AI systems out there, but to get it to the level of a $30 asset would require pooling systems, custom behavior tree's and a massive rewrite to the animator for starters. Sorry for the long post
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Post by tharindu on May 5, 2017 0:09:36 GMT
I actually have ice lol haven't got around to working with it yet
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Post by shadex on May 5, 2017 7:14:11 GMT
I actually have ice lol haven't got around to working with it yet Well my next project is either going to be to integrate ICE or build a magic/special skills system if i can every figure how to trigger a different UI when you hold down a button. but if i do ICE i'll do a tutorial after i learn it and they update it.
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Post by tharindu on May 5, 2017 17:11:31 GMT
I actually have ice lol haven't got around to working with it yet Well my next project is either going to be to integrate ICE or build a magic/special skills system if i can every figure how to trigger a different UI when you hold down a button. but if i do ICE i'll do a tutorial after i learn it and they update it. I may be able to help you with that. Let me give it a go as well
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Post by witcher on May 11, 2017 6:59:07 GMT
Do you know how to make combat like Devil may cry.
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Post by shadex on May 11, 2017 15:25:07 GMT
Do you know how to make combat like Devil may cry. Yea. You can get pretty close just using a branching combo system (x,x,RT,x trigger sword slash), which would take care of most of his melee. The thing DMC does is they use button pauses instead of other buttons in their branching combo system, so you would need to add logic to the input to detect the pauses. What part of the combat do you want? things like double jump and suspending in midair while attacking are fairly simple, but remapping the input to equip and unequip the guns on button press, the hook pulls, etc are certainly doable, they do require a little configuration of the hit reaction system invector has and some timing with the animation's. The hardest part is to find the animations. if you used a standard slash animation in DMC it would feel like dark souls
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Post by tharindu on May 30, 2017 9:55:46 GMT
Do you know how to make combat like Devil may cry. Yea. You can get pretty close just using a branching combo system (x,x,RT,x trigger sword slash), which would take care of most of his melee. The thing DMC does is they use button pauses instead of other buttons in their branching combo system, so you would need to add logic to the input to detect the pauses. What part of the combat do you want? things like double jump and suspending in midair while attacking are fairly simple, but remapping the input to equip and unequip the guns on button press, the hook pulls, etc are certainly doable, they do require a little configuration of the hit reaction system invector has and some timing with the animation's. The hardest part is to find the animations. if you used a standard slash animation in DMC it would feel like dark souls This is true. I haven't really tried doing the attacks while suspended in mid air. Something worth looking at.
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Post by pantheon on Jul 9, 2017 2:20:34 GMT
Would you happen to know how to make the character detect and take cover?
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Post by tharindu on Jul 9, 2017 5:01:39 GMT
Would you happen to know how to make the character detect and take cover? What you're asking for hasn't been shared by anyone on the forum as far as I can tell you, and to be honest it won't be a quick and easy thing to do. You'll have to do some R&D as well. Look at some of the examples online and see if you can replicate this behavior through Generic Actions on the controller. Look at some of the examples on the Invector youtube page. I understand you're completely new to Unity so going with a controller was a wise choice, but at the same time, it would make your life a million times easier when you learn some scripting and most importantly read up on some tutorials on mecanim and setting up humanoid rigs in Unity. Shadex does a marvelous job with his tutorials on setting up the Invector animator and this is something we never had when we started so there's a ton to learn. Good luck
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Post by pantheon on Jul 10, 2017 2:30:52 GMT
Thank you for the reply. Ive watched many videos and still dont grasp the animator. I definitely have to learn some scripting. Ill just try to dig in and make one from scratch and see if I can get it to move. Thanks again for the reply
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