Search Unity

  1. Welcome to the Unity Forums! Please take the time to read our Code of Conduct to familiarize yourself with the forum rules and how to post constructively.
  2. Dismiss Notice

Character System

Discussion in 'Assets and Asset Store' started by RobinS, Jul 13, 2012.

  1. Hamesh81

    Hamesh81

    Joined:
    Mar 9, 2012
    Posts:
    405
    Thanks a lot Robin. I didn't see the one on line 562, that did the trick!
    I have another question for later about implementing jumping while climbing, but I think it'll be clearer if I just show it in a video. I'll post it here when it's done.
    Thanks again.
     
    Last edited: Oct 21, 2012
  2. RobinS

    RobinS

    Joined:
    Sep 2, 2011
    Posts:
    417
    @Parnell and Harmesh81 - No problem, you're welcome ;-)
     
  3. deckard

    deckard

    Joined:
    Sep 15, 2009
    Posts:
    158
    I have replaced your character and several animatios by my own.

    I am now trying to add the locomotion system to your template.

    It works roughly but I get strange results. In particular, the walking and jogging animations are played too fast. It would be supposed to work though because I managed to setup correctly the locomotion system in another project with the very same character and the very same animations.

    The main difference between your template and this other project is that you are using a rigidbody with capsule collider instead of a Character Controller. I suspect that this is the reason why this doesn't work.

    Is the use of a rigidbody mandatory in your template? for what functionalities? Or can I replace it with a Character Controller?
     
  4. RobinS

    RobinS

    Joined:
    Sep 2, 2011
    Posts:
    417
    Sounds good!
    The Locomotion System by Rune also supports rigidbody based motors which are much more handy imo.
    Of course you can use a Character Controller to move the avatar, but you will have to fit the movement functionality to it.
     
  5. Hamesh81

    Hamesh81

    Joined:
    Mar 9, 2012
    Posts:
    405
    @Deckard, I helped solve a similar issue on UA regarding the physics setup for the locomotion system, you can find this here. You may find the discussion useful for your specific case.

    @Robin, also if Unity 4 does not provide an improved alternative to the locomotion system, I would also be interested in information about how to make the latter and this system work together. I am interested only in the rigid body setup up though :D
     
  6. RobinS

    RobinS

    Joined:
    Sep 2, 2011
    Posts:
    417
    @Hamesh, I guess that shouldn't be to hard to do, basically you have to turn the locomotion system off when jumping, climbing, swimming etc.
    Ideally it should only be used in idle state to place the feet correct on uneven surface, imo. But that is up to you ;-)
     
  7. Hamesh81

    Hamesh81

    Joined:
    Mar 9, 2012
    Posts:
    405
    I did some more research on this and it may be the case that Mecanim is going to make the Loco System obsolete, no one is 100% sure yet though. So we'll see.
     
    Last edited: Oct 24, 2012
  8. RobinS

    RobinS

    Joined:
    Sep 2, 2011
    Posts:
    417
    I will offer this Character System for Legacy and Mecanim ;-)
    This step will make it retarget-able in seconds even if a avatar has a different bone structure.
     
  9. schmoey

    schmoey

    Joined:
    Aug 30, 2012
    Posts:
    7
    I'm wondering how adaptable this system is to a 2.5D game environment??

    Have you got anything in place to be able to turn this into a left/right sidescroller type controller with everything else as normal?
     
  10. Gamenoodle

    Gamenoodle

    Joined:
    Oct 23, 2012
    Posts:
    8
    Hello,

    I if buy this i use maya to model characters and sometimes rig them? How could you model a character in maya and then rig this set up to the character?

    thanks
     
  11. RobinS

    RobinS

    Joined:
    Sep 2, 2011
    Posts:
    417
    @Schmoey - You would need a camera script, which handles the 2.5d perspective, disable the rotation input from the player. And you could constrain a rigidbody axis for simulating the 2 dimensional movement. It is not set up for this by default but very flexible and modular as you will see ;-)

    @Gamenoodle - Hi, you can rig your character to the provided skeleton or retarget the animations to your rigged character also possible in Maya due IKinema or HIK retargeting.
    The package includes 123 animations in FBX format and a source Blender file with even about 150 animations.

    You're welcome
     
  12. Nubz

    Nubz

    Joined:
    Sep 22, 2012
    Posts:
    553
    Very nice work

    And VERY reasonable for all that is included. Could spend this much on animations alone and not get the even hald the amount that are included in this.(just can not believe the few complaints saying it is too much o_O)

    The camera system just makes me drool lol.
    Seriously thinking about getting this.
     
    Last edited: Oct 28, 2012
  13. Nubz

    Nubz

    Joined:
    Sep 22, 2012
    Posts:
    553
    Could you possibly share this link with the rest of us?

    Haven't purchased this yet but am curious and would like to research all that is needed for my project idea before hand.
    Thank you for any information provided
     
  14. RobinS

    RobinS

    Joined:
    Sep 2, 2011
    Posts:
    417
  15. Nubz

    Nubz

    Joined:
    Sep 22, 2012
    Posts:
    553
  16. Hamesh81

    Hamesh81

    Joined:
    Mar 9, 2012
    Posts:
    405
    Hi everyone,

    I'm working on expanding the Character System's double tap code to include triple trap functionality (eg. WSA, WSD, ASW etc etc). I have triple tapping working for single keys (WWW, AAA, SSS, DDD) but am having trouble making it work for multiple keys as suggested above. If anyone would like to help me out please have a look at the:

    Unity Answers Question

    Would really appreciate some advice, I'm sure it is something simple. Once this gets solved I'll be more than happy to post up the finished code snippet as I have done before.

    Thanks a lot.
     
  17. RobinS

    RobinS

    Joined:
    Sep 2, 2011
    Posts:
    417
    @Nubz - No problem ;-)
    @Hamesh81 - Do you mean something like this ?
    Code (csharp):
    1.  
    2. using UnityEngine;
    3. // Attach this to a game object in your scene, press Play and hit the A,B and C keys on your keyboard.
    4. public class TestClass : MonoBehaviour
    5. {
    6.     public string lastKey;
    7.  
    8.     void Update ()
    9.     {
    10.         TripleKeyCombo("a","b","c");
    11.     }
    12.    
    13.     void TripleKeyCombo (string first, string second, string third)
    14.     {
    15.         if (Input.GetKeyDown(first))
    16.         {
    17.             if (lastKey != first  lastKey != second)
    18.             {
    19.                 lastKey = first;
    20.                 Debug.Log("Correct! Two more...");
    21.             }
    22.             else
    23.             {
    24.                 Debug.Log("Wrong key! Try again...");
    25.                 lastKey = "";
    26.             }
    27.         }
    28.         else if (Input.GetKeyDown(second))
    29.         {
    30.             if (lastKey == first)
    31.             {
    32.                 Debug.Log("Correct! One more...");
    33.                 lastKey = second;
    34.             }
    35.             else
    36.             {
    37.                 Debug.Log("Wrong key! Try again...");
    38.                 lastKey = "";
    39.             }
    40.         }
    41.         else if (Input.GetKeyDown(third))
    42.         {
    43.             if (lastKey == second)
    44.             {
    45.                 Debug.Log("Triple-Combo !!!");
    46.                 lastKey = third;
    47.             }
    48.             else
    49.             {
    50.                 Debug.Log("Wrong key! Try again...");
    51.                 lastKey = "";
    52.             }
    53.         }
    54.     }
    55. }
    56.  
     
    Last edited: Oct 30, 2012
  18. Hamesh81

    Hamesh81

    Joined:
    Mar 9, 2012
    Posts:
    405
    Thanks a lot Robin. I noticed you answered my question on UA as well, appreciate all your effort! Which script would you suggest, the one above or the one on UA?
     
  19. RobinS

    RobinS

    Joined:
    Sep 2, 2011
    Posts:
    417
    @Hamesh81 - The example let you register 3 keys pressed in a chain but without a time limitation and is re-usable. The one on UA let you use a boolean and a key as parameter(re-usable, time based double tap). I thought that might be useful in any case.
    You're welcome!
     
  20. Hamesh81

    Hamesh81

    Joined:
    Mar 9, 2012
    Posts:
    405
    I figured it out in the end :)
    I posted the details as an answer on UA. Basically I had to setup 2 strings to track the inputs being made. Thanks for you help Robin, you're a champ!!
     
  21. RobinS

    RobinS

    Joined:
    Sep 2, 2011
    Posts:
    417
    No problem, i'm glad you got it working ;-)
     
  22. dragonstar

    dragonstar

    Joined:
    Sep 27, 2010
    Posts:
    222
    can you make a version of your character system for mobile devices ?
     
  23. RobinS

    RobinS

    Joined:
    Sep 2, 2011
    Posts:
    417
    Hi,
    I don't see a reason why it shouldn't work on mobile.
    You would have to replace the mouse keyboard input with touch input.
    If you have any problems running it, just let me know ;-)
     
    Last edited: Nov 3, 2012
  24. sleglik

    sleglik

    Joined:
    Jun 29, 2011
    Posts:
    682
    Could you provide some LOD versions?
     
  25. RobinS

    RobinS

    Joined:
    Sep 2, 2011
    Posts:
    417
    Hi,
    you mean of the character? Yes, it is planned to come in 3 LOD stages for the next release.
     
  26. allentin

    allentin

    Joined:
    Sep 26, 2012
    Posts:
    11
    Hi Robin, I have just bought this asset. I love it! But now, I would like to use this system on my different characters with all the animations the same. What is the simplest way to do this?
     
  27. RobinS

    RobinS

    Joined:
    Sep 2, 2011
    Posts:
    417
    Hi allentin,
    Thanks a lot, always nice to hear! You can rigg your character mesh to the skeleton for instance in, blender, max etc. or retarget the animation if you use maya or motion builder.
     
  28. a_haouchar

    a_haouchar

    Joined:
    Dec 2, 2009
    Posts:
    35
    I just brought it, where is there a button to enable the character to turn in any direction? There appears to be a glitch, the character keeps dive rolling for no reason.
     
  29. RobinS

    RobinS

    Joined:
    Sep 2, 2011
    Posts:
    417
    Hi a_haouchar,
    Sounds weird! Can you go a bit more in details please? By default turning the character is done via player input, mouse axis x.
     
  30. a_haouchar

    a_haouchar

    Joined:
    Dec 2, 2009
    Posts:
    35
    Using Unity 4f3 Beta, Windows 8 Pro x64 bit

    I'm at work at the moment so I'll try changing to keyboard input.

    Edit: I changed from "Mouse" to "Keyboard or Mouse" and now Orbit camera doesn't move in X axis as well as the player doesn't change direction.
     
    Last edited: Nov 7, 2012
  31. sleglik

    sleglik

    Joined:
    Jun 29, 2011
    Posts:
    682
    When new version will be available? That lod versions are important :)
     
  32. RobinS

    RobinS

    Joined:
    Sep 2, 2011
    Posts:
    417
    @a_haouchar - The character rotation is driven due a simple Input.GetAxis("Mouse X"). If you can't rotate the Camera with this script (also uses Mouse Axis X) Then there might be something wrong with your setup. Can you dropbox me the project link via pm?

    @sleglik - Hard to predict since it is not the only feature which needs to be done for future versions.
    Which 3d App are you using ? You can decimate the model by your self in minutes, if you need it really bad and right now.
    Btw. The ninja is about 5-6k tris.
     
    Last edited: Nov 7, 2012
  33. voncarp

    voncarp

    Joined:
    Jan 3, 2012
    Posts:
    187
    Estimated release date for Mecanim version?
     
  34. RobinS

    RobinS

    Joined:
    Sep 2, 2011
    Posts:
    417
    Really hard to predict. But i can tell you that it will be awesome, when it's done :D
     
  35. voncarp

    voncarp

    Joined:
    Jan 3, 2012
    Posts:
    187
    Using the existing animations, is it not possible yet to convert to Mecanim? It seems that all the animations, when set up for Mecanim, their average velocity = 0, thus the character won't move using a basic animation controller. Or am I not on the right track at all?
     
  36. RobinS

    RobinS

    Joined:
    Sep 2, 2011
    Posts:
    417
    Not true, at the moment the animation velocity is calculated due root motion of the animation. But you can also drive your character controller or rigid body controller like in the legacy system and use in place motions. There is a checkbox for that... Pretty handy ;-)
     
  37. voncarp

    voncarp

    Joined:
    Jan 3, 2012
    Posts:
    187
    Where is this checkbox? Would you have a very simple basic example available?
     
  38. Nubz

    Nubz

    Joined:
    Sep 22, 2012
    Posts:
    553
    Is this going to drive the price through the roof though? LOL
    You deserve to get paid for your work don't take this the wrong way I am just curious what it will look like since I plan on waiting for something that works in Unity4 with Mecanim
     
  39. RobinS

    RobinS

    Joined:
    Sep 2, 2011
    Posts:
    417
    @voncarp - In the Animator component -> ApplyRoot Motion -> Handled by Script;
    I'm working on it and will show it when its ready for the public eye ;-)

    @Nubz - No worries, it is a bargain for what you will get ;-)
     
  40. 0lachlan0

    0lachlan0

    Joined:
    Oct 1, 2012
    Posts:
    3
    one of my most fav on the asset store but think about adding a cover system 2 it :D
     
  41. RobinS

    RobinS

    Joined:
    Sep 2, 2011
    Posts:
    417
    Hey 0lachlan0,

    Thanks for your kind words! Many work hours went into this project ;-)
    And yeah that would be pretty cool, maybe in a future version.

    Cheers
     
  42. yuewahchan

    yuewahchan

    Joined:
    Jul 2, 2012
    Posts:
    309
  43. RobinS

    RobinS

    Joined:
    Sep 2, 2011
    Posts:
    417
  44. yuewahchan

    yuewahchan

    Joined:
    Jul 2, 2012
    Posts:
    309
    I just purchased the CharacterSystem. I think changing weapon during Combat State make more sense.
     
  45. sleglik

    sleglik

    Joined:
    Jun 29, 2011
    Posts:
    682
    Do you know when will be new version prepared? I am not sure if I should wait for that LOD versions. I am not good with blender so I cannot reduce it myself :(
     
  46. knowledgehammer

    knowledgehammer

    Joined:
    May 11, 2007
    Posts:
    12
    Does this character System V3 work with moving platforms? I would get it if it functions in that capacity as well...
     
    Last edited: Nov 14, 2012
  47. well-young

    well-young

    Joined:
    Oct 16, 2012
    Posts:
    1
    Hi robins, your system is definitely awesome!!!
    Since unity4 has finally released, I can not wait to using unity4 and your system:)
    Is it easy to retarget your hundreds animations into other character by Unity4 Mecanim?
    Can we do it by ourself? I remember you said you will integrate character system into unity4 mecanim in an early post in this thread.
     
    Last edited: Nov 15, 2012
  48. RobinS

    RobinS

    Joined:
    Sep 2, 2011
    Posts:
    417
    @yuewahchan - Welcome onBoard, i hope you enjoy ;-)

    @sleglik - I'm working really hard on the next release, it's not ready yet.

    @knowledgehammer - It is not implemented out of the box, but you could sync the velocity of platform and character to get a good result i guess, haven't tested it tough ;-)

    @well young - Hi, Thanks a lot! ;-)
    I'm currently working on a U4 version which can be retargeted inside Unity.
    The current version is also very efficient and usable in U4. Its just a bit work to set it up on a custom character. The easiest way would be to skin your character mesh to the ninja skeleton. That way you just need to replace the characters and can use the provided animations without any problems.
    You can also retarget the animations to your character if you want.
    Here are some tutorial videos for this:
    http://www.youtube.com/watch?v=_VhbSrau-0c
    http://www.youtube.com/watch?v=A_Uu6ijBsN8
    http://www.youtube.com/watch?v=l1hV8BqsCEA
    Hope this helps.
    Cheers
     
  49. Promethon

    Promethon

    Joined:
    Nov 20, 2012
    Posts:
    22
    Ok dudes, please help me out with a tutorial or something i have a game and already put unisky and some other plugins im trying to put this character system as well but from 2 days it all goes to hell non-stop. Please help!! ;s btw. the tutorial in youtube really isnt clear enough i need step by step...
     
  50. Archania

    Archania

    Joined:
    Aug 27, 2010
    Posts:
    1,662
    You have your own scene and trying to use the ninja character? Trying to use your own character? What are you trying to do?