A Unity ID allows you to buy and/or subscribe to Unity products and services, shop in the Asset Store and participate
in the Unity community.
already started to work on 0.99 version
I'm going to tear it apart and build it up again
going to remove 2D blendtrees.
::the usual way to do 2D...
you can do that in OnAnimatorIK with animator.rootPosition.y change, if I remember correctly. (that is workin, but moving xz seems buggy)
1. unity as default takes hip as root transform, and because in the animation starts with hip 45`R, it is rotated.
add [in the root transform...
added GP control and some improvements
still has some issues, but way better what started with
got a complaint from someone, that project downloaded from the asset store had missing files,
so I sent him the missing...
you need to count the time for the fadeout start.
if you drop a character there, does it work?
added new variations for fighter movement
after I build the new fighter demo will start to construct the scenes...
added muscle curve modifier tool for extracted curves
and basic rootmotion P and R tools
added anim switcher
ins.LocoReset : key L
added IK attackStop
couple issues will have to chase down on this too
set fade times...
customers are eligible for RawFormula boards access.
drop me a line on pm w a proof of purchase.
new content coming [game ready models]
think I forgot about this one
got buildgen kinda work with floors but should redo it
needed jump > freehang...
nice one. drop me a link on pm and try to get my nephees play with mi this
ah I see it's free on google
it's very interesting. haven't seen using hash with setFloat.
Crossfade cannot do direct fadetime modification, but
might be combined with offset...
check for animator state normalized time. but if it loops it keeps counting on
rootPosition depends on clip start
so it is different as clip is cut
and it has an effect on how blending between two clips look...
added second matchtarget for jumpClimb
added targetP offset
added rootP adjustment by animationcurve (see actor on the left)
jumpClimb first version workin
with IK handpositioning
the blendttree transition looks like this