Search Unity

  1. Unity 2019.1 beta is now available.
    Dismiss Notice
  2. The Unity Pro & Visual Studio Professional Bundle gives you the tools you need to develop faster & collaborate more efficiently. Learn more.
    Dismiss Notice
  3. We're looking for insight from anyone who has experience with game testing to help us better Unity. Take our survey here. If chosen to participate you'll be entered into a sweepstake to win an Amazon gift card.
    Dismiss Notice
  4. On February 28th the Feedback website will shut down and be redirected to the Unity forums. See the full post for more information.
    Dismiss Notice
  5. Want to provide direct feedback to the Unity team? Join the Unity Advisory Panel.
    Dismiss Notice
  6. Unity 2018.3 is now released.
    Dismiss Notice
  7. Improve your Unity skills with a certified instructor in a private, interactive classroom. Watch the overview now.
    Dismiss Notice

[3D Model] Hydraulic Excavator EC 180

Discussion in 'Works In Progress' started by OctoMan, Aug 8, 2016.

  1. OctoMan

    OctoMan

    Joined:
    May 10, 2014
    Posts:
    162
    Hey guys, since there are not much Excavators in the Unity Asset Store, i started to create one.

    Progress:
    Blocking Basic Shapes:

    Details to the Arm & Shovel:

    The Cabin:

    Bit from the Back:


    What i'd like to know is:
    1. Should i animate things like the arm & shovel already to the extremes?
    2. Or is it better to script all of that stuff? Like look-at's for the hydraulics and such.
    Please don't be shy and give me some feedback.

    Cheers OctoMan
     
    alexanderameye and willemsenzo like this.
  2. OctoMan

    OctoMan

    Joined:
    May 10, 2014
    Posts:
    162
    Update: The Lower Part
    Current Poly Count: 4446

     
  3. willemsenzo

    willemsenzo

    Joined:
    Nov 15, 2012
    Posts:
    503
    You could animate it but it might be easier to code the mechanics. It depends on what you're comfortable with I suppose. If you're taking the coding route, you basically only have to make sure all pivot points are in the right place and you can add any model and it'll work. I wouldn't worry too much about polycount as long as you have the right mechanics, you can always choose a different model.
     
  4. OctoMan

    OctoMan

    Joined:
    May 10, 2014
    Posts:
    162
    I'm able to rig and animate it fully. The pivots will be at the correct positions, same with all needed dummys and such. I am also able to animate the hydraulic's using lookat in unity codewise, but i don't know what is more useful for those who would buy that asset.

    Can you stop an animation at any point? Like on release of a button and idle on that particular animation point?
     
  5. OctoMan

    OctoMan

    Joined:
    May 10, 2014
    Posts:
    162
    It seems it's better to code the lookat for the pistons, since i can't export constrains. This works so far, but i have a problem with the shovel rig.

    shovelRig.png
    Since i can't use IK Chains i need to figure how i can make this setup work in unity. Feel free to help me out ;).
     
  6. OctoMan

    OctoMan

    Joined:
    May 10, 2014
    Posts:
    162
    A quick rendering of the current state. I found out how i can animate everything, and will set it up like it. I believe i will also add a non animated version for those people who want to play around more with physics.

    VolvoEC180.png
    Shall i keep cables and such that low poly? Tell me what you think!
     
  7. OctoMan

    OctoMan

    Joined:
    May 10, 2014
    Posts:
    162
    Rigging Test completed:
     
    Griffo and FreeFly90 like this.
  8. OctoMan

    OctoMan

    Joined:
    May 10, 2014
    Posts:
    162
    Cockpit blocking basic shapes
    cockpit-blocking.png
     
  9. OctoMan

    OctoMan

    Joined:
    May 10, 2014
    Posts:
    162
    The cockpit finetuned
    finetuned-cockpit.png
     
  10. OctoMan

    OctoMan

    Joined:
    May 10, 2014
    Posts:
    162
    So currently it looks like this:
    excavator-rendering01.png
     
    alexanderameye likes this.
  11. OctoMan

    OctoMan

    Joined:
    May 10, 2014
    Posts:
    162
    avijit_jana likes this.
  12. OctoMan

    OctoMan

    Joined:
    May 10, 2014
    Posts:
    162
  13. John_drake60

    John_drake60

    Joined:
    Mar 22, 2017
    Posts:
    2
    Hell Octoman

    Great job, i m trying to animate a bulldozer, no problem to me to rig it in 3dsmax, how do you have managed animation (if you don'y used physics) in unity ? play and reverse frame by frame ?
     
  14. OctoMan

    OctoMan

    Joined:
    May 10, 2014
    Posts:
    162
    I couldn't use physics for the shovel rigg. So yeah i pre-animated and used frame animation also reversed. Problem was basicly pausing the animation on whatever frame the animation currently was. Also preventing looping.
     
  15. martin_unity297

    martin_unity297

    Joined:
    Jan 4, 2018
    Posts:
    1
    need some help with this setup, i have the camera inside the cockpit and making the camera a child of the excavator works fine, but when rotating the cockpit the camera doesnt rotate, i have tried rotating the camera when the keys are pressed but that didnt work correctly any advice, i am new to unity.
     
  16. OctoMan

    OctoMan

    Joined:
    May 10, 2014
    Posts:
    162
    I just tried it. You need to go deeper into the Hierarchy until you reach Cylinder001(bad nameing convention sorry).
    Make the Camera Child of it(Cylinder001) so when the top part rotates, the cam will follow.