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.
Separate names with a comma.
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...
fighter demo: added GP control and some improvements still has some issues, but way better what started with [ATTACH]...
attention customers: 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. https://docs.unity3d.com/ScriptReference/Animator.CrossFade.html...
if you drop a character there, does it work?
added new variations for fighter movement [ATTACH] can rotate [ATTACH] after I build the new fighter demo will start to construct the scenes...
added muscle curve modifier tool for extracted curves [ATTACH] and basic rootmotion P and R tools [ATTACH] [ATTACH]
blended result [ATTACH]
added sounds added anim switcher ins.LocoReset : key L added IK attackStop http://www.mediafire.com/file/1rwrcf5mrtm6xp5/aiFighter001D.ZIP/file...
couple issues will have to chase down on this too [ATTACH] http://www.mediafire.com/file/ccgcqqg5rqdgh7x/aiFighter001b.ZIP/file 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] try to...
think I forgot about this one got buildgen kinda work with floors but should redo it [ATTACH] builds generated [ATTACH] 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 [ATTACH] [ATTACH] 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 >...
jumpClimb first version workin with IK handpositioning the blendttree transition looks like this [ATTACH] ingame [ATTACH]