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DRAGON ( four legs and two wings ) rigged, skinned and animated

Discussion in 'Assets and Asset Store' started by PROTOFACTOR_Inc, Mar 2, 2011.

  1. PROTOFACTOR_Inc

    PROTOFACTOR_Inc

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    hi all, just a little thread to show this awesome dragon of 13,3 K tris, with 2 maps ( body 4096x4096 px RGB + wings : 2048x2048 px RGBA) . I decided to release this feature in two different packs : one quite affordable the starter pack and another, less affordable, the full pack ( all animations add on included, future add on to come will be free too).

    HERE is the link to test the beast in the web player

    __________________________________________________ __________________________________________________ __________________________________________________ ________________

    STARTER PACK available at 25 dollars, are included in the package :
    Dragon (rigged, skinned) and its 2 maps ( body + wings). Its lair with a full tile rocky texture, an old chest, gold coin ( 10 polys), gold coins stack x 5( 50 polys), gold coins stack x 10 ( 100 polys ), gold coins pile ( well about 50 gold coins ( 250 polys ), a gold nugget, gold coins litter ( 256 polys ), an "amber cristal" .
    28 Animations included : GROUP 1 ( grounded four legs ) : idle / throw fireball normal / flame thrower normal / concentrated throw fireball / concentrated flame thrower / stand bite / walk normal / run normal / jump normal / jump bite / walk bite / run bite / walk throw fireball / run throw fireball / jump throw fireball / tail attack L / tail attack R / circular tail attack /3 hit combo tail attack / get injured ( x 6 directions ) / death ( too much damage go asleep ) / dead_asleep_idle / revive ( wake up ) / swim



    __________________________________________________ _________________________________
    __________________________________________________ _________________________________


    ADVANCED PACK available at 40 dollars : This pack contains the STARTER PACK and all animations add-on.

    ANIMATIONS ADD ON :

    ADD-ON N°1 ( in air normal ) available at 5 dollars, 22 animations : go in air ( while at jump apex) / fly normal / glide normal / go to swoop position / swoop position idle / glide position to landing / swoop position to landing / fly throw fireball / glide throw fireball / swoop position throw fireball / get injured ( x 6 directions ) / swoop position to fall / glide position to fall / fall / death ( or got too much damage and go asleep after using the fall animation when hitting the ground ) / dead idle or asleep idle / revive ( or wake up )


    ADD-ON N°2 ( in air stationary attack position ) available at 5 dollars, 19 animations : go in air ( while at jump apex) / swoop normal to in air idle / glide normal to in air idle / in air idle / in air throw fireball / in air flame thrower / in air front tail attack / go to group 2 position ( glide in air normal ) / get injured x 6 directions / go to fall / fall / death ( or got too much damage and go asleep after using the fall animation when hitting the ground ) /dead idle (or asleep idle) / revive (or wake up)


    ADD-ON N°3 ( hang prey 1, human ) 25 animations : go in air ( while at jump apex ) / glide ( group 2 ) / fly ( group 2 ) / go to swoop position / swoop position idle ( group 2) / landing normal / swoop position to hang prey 1 attack / glide position to hang prey 1 attack / glide hang prey 1 / fly hang prey 1 / glide hang prey 1 throw fireball / fly hang prey 1 throw fireball / throw prey 1 / get injured x 6 directions (group 2) / swoop position to fall / glide position to fall / fall ( group 2 ) / death ( or got too much damage and go asleep after using the fall animation when hitting the ground - group 2 -) / dead idle or asleep idle / revive (or wake up - group 2 -)


    ADD-ON N°4 ( hang prey 2, grounded position on a big enemy ) 30 animations : go in air ( group 2 ) / glide (group 2) / fly (group 2) / go to swoop position / swoop position to landing / glide position to landing / swoop position to hang prey 2 / glide position to hang prey 2 / idle on prey 2 / glide ( well just in case dragon can land on a big flying creature ) / idle on prey 2 fly ( well just in case dragon can land on a big flying creature and need to fly so that he doesn't fall with the creature ) / idle on prey 2 / idle on prey 2 glide trhow fireball / idle on prey 2 fly throw fireball / bite attack / 3 hit combo bite attack / tail attack / 3 hit combo tail attack / get injured x 6 directions ( group 2, assuming when you get injured while hanging prey 2 you drop your prey ) /swoop position to fall / glide position to fall / fall / death ( or got too much damage and go asleep after using the fall animation when hitting the ground - group 2 -) / dead idle or asleep idle / revive (or wake up - group 2 -)


    ADD-ON N°5 ( not created yet, vivern position, means on 2 legs ) 29 animations : idle / walk / run / jump / bite / walk bite / run bite / jump bite / throw fireball / concentrated throw fireball / walk throw fireball / run throw fireball / flame thrower attack / concentrated flame thrower attack / walk flame thrower attack / tail attack L / tail attack R / 3 hit combo tail attack / punch attack L / punch attack R / 3 hit combo punch attack / get injured x 6 directions / death ( or got too much damage and go asleep ) / revive ( or wake up )
     

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    Last edited: Mar 19, 2011
  2. 2dfxman1

    2dfxman1

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    4k and 2k textures? Dude, this is supposed to be for games...
     
  3. PROTOFACTOR_Inc

    PROTOFACTOR_Inc

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    @2dfxman1 : yep this work man for a boss. in a delimited area. you're not gonna have 3 on screen i believe. and it's possible to reduce the texture size in unity so... And if i want to keep my transparency in only one texture of 4096x4096 px it's indeed really too heavy ( here it will be around 12 - 15 Mo in Vram for textures ) i'll have a look to what really fits for CPU performance and resolution for the dragon ( i hope i could reduce the body to 2048x2048 px )
     
  4. wisdomknight

    wisdomknight

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    22,578 tris !??!!!
    This could easily be under 7,000

    Keep in mind some people are developing ipad/ipod games, you could never hope to sell to them.
    Even PC game bosses rarely go that high.

    Let the normal maps do most of the work, just my professional opinion.
     
    Last edited: Mar 3, 2011
  5. PROTOFACTOR_Inc

    PROTOFACTOR_Inc

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    don't want to create creatures for ipad/ipod. And here normal map won't do the effect i expect : not enough bump with just the normal map. my " dragon swoop" dragon is 8000 polys but it is absolutely not the same ( and for this one just normal map will be efficient ). i could reduce the polycount up to 9000 polys if i make its tail shorter, and wipe off its arms ( replaced by arm wings ). but it won't be a true occidental medieval dragon ... ( and it would really be like the one from elder scroll skyrim ). Normal map will do their job on the parts that have scales etc not on the part with " horns" this can't be handled with just normal map ( or it won't be good enough ), just my professional opinion.
     
  6. PROTOFACTOR_Inc

    PROTOFACTOR_Inc

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    maybe some would prefer i resell the "dragon swoop" one which is 7874 polys / 14 910 tris
     
  7. Frank Oz

    Frank Oz

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    You really shouldn't have that attitude towards someone who's trying to help you. Especially as wisdomknight DOES have a valid point.

    Well dur, everyone knows normal maps wont work for large depth effects, but if you knew how to use them, you'd know they could, as wisdomknight said, do most of the work elsewhere, freeing up a great deal of polygons you simply don't need on that model. Normal maps aren't just used for bumpy effects you know, they help fake smooth area's letting you cut down detail even more. Your dragon is simply too unoptimized and I'll say it.. scruffy, that mesh is not clean.

    Look at this thread
    http://forum.unity3d.com/threads/80342-Next-Gen-MMO-Character-Packs.

    Look at the detail on that model, and it's tricount. Yeah.
     
  8. 2dfxman1

    2dfxman1

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    It's around 10k quads. If it's a special creature that takes up most of the screen space, it's an ok polycount really.

    What most 3d model makers forget is LODs. Hey, you can use a low lod as main mesh, not just from distance :)
     
  9. PROTOFACTOR_Inc

    PROTOFACTOR_Inc

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    ok so my mesh uses tris and quads i tried to erase all Ngon. so it's clean for real time and animation ,not rendering. here i post an image of another creature i made using only normal maps to create a fake "horn" on the body This could be used on the " dragon swoop" model which is a lighter geometry . Result is quite good indeed but absolutely not as good as what i want to have for the new dragon.
    And i'm not talking bad or not to anybody, a critic is a critic wether it comes from a professional or a newbie and has to be listened to. That's what i did. And my answer was like that, absolutely not aggressive or i don't know. I'm just a professional that don't want to work for i phone or mobile devices.

    Edit : about tris count : maybe i'll do a Lod for this one but it won't be enough to run on mobile device at all ... and don't forget too that it's a huge creature with six limbs a long neck and a very long tail with all toes and fingers modeled and animated so it's very hard to reduce it much more other wise it will look like the" dragon swoop" one
     

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    Last edited: Mar 3, 2011
  10. PROTOFACTOR_Inc

    PROTOFACTOR_Inc

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    ok, so i created a LOD for the creature. It is 13941 tris. All in tris, no quads. I've updated the first post to show what it does so far. I' m currently Z brushing the asset. This LOD can also be used as it is from far or near distance. It's also good for animation, you'll have both in the pack.
     
  11. PROTOFACTOR_Inc

    PROTOFACTOR_Inc

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    bump, i edited the top thread, have a look and leave a message. thanks in advance.
    Regards to all.
     
  12. PROTOFACTOR_Inc

    PROTOFACTOR_Inc

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    bump : what about : 1 : starter pack = 60 dollars / 2 : full pack = 95 dollars / 3 : add on group 2 = 10 dollars / 4 : add on group 3 = 10 dollars / 5 : add on group 4 = 10 dollars / 6 : add on group 5 = 10 dollars / add on group 6 = 10 dollars ( not done yet i know ...).
    ???????????????????????????????????
     
  13. PROTOFACTOR_Inc

    PROTOFACTOR_Inc

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    bump ... Hey there were 11 voters for a dragon and none of them leave a message .... Should i let this feature for free or suicide myself ??? LOL ...
     
  14. Frank Oz

    Frank Oz

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    It looks much nicer with textures!

    And if you suicide, can I has your CD collection?? :p


    As for how much to sell it for, I dunno, how much was your time worth to work on it? Most will just want it for free cause that's how a lot of people are. But you sell it for what you feel it's worth, then raise or lower the price later, depending on demand.
     
  15. PROTOFACTOR_Inc

    PROTOFACTOR_Inc

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    @ Frank Oz ( hey i didn't recognize your avatar ) : you know it took me a week to achieve all anims, and 3 or 4 days to realize this dragon ( well, i had the the" dragon swoop" base to go this fast). By auction i would sell it at 1200 euros minimum to one customer. So if i divide this by the 11 voters it's about 110 euros a full pack.Since i think ( hope ) there would be some others buyers during the year i reduce the price to 60 dollars the starter pack and 95 dollars the full pack. What about that ? Is it expensive or not ? Can indie afford to buy this ??? I want this feature to get my money back ... is it as "generic" as the skeleton knight to be sold enough ?
    You're already on my last will, no problem ... Lol

    @ all potential buyers : leave a message to know what you would pay, it's a bit borring to resubmit only to change the price ( during this the asset is not in the store ...)

    @ all who see this thread : how much does it cost according to you ?
     
  16. Schlumpfsack

    Schlumpfsack

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    If i would need it 100-150$.
    sad part here is: i don't need it :(
     
  17. Demostenes

    Demostenes

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    OMG, we are in 2011, today is quite common to use 2k and even 4k textures. And anybody can downscale size of texture, it is always better to have high resolution original.

    Everybody is asking about polygons and forgeting the most important thing, number of materials/textures. I think lots of people should awake and stop counting polygons. Today HW is able to run multimillion pollygon scenes, when you keep draw calls reasonable low and this is not problem too, if your artists are not pigs.
    My average scene now has 2-3 million triangels and it runs on ancient HW with 30-60fps (without oclussion!). Of course, you must use brain and write some custom scripts for scene optimalization (LODs, turning off shadows, relfections, water, hidden objects....and enabling in right time)
    Modern HW with occlusion easily 200fps+. So 20k triangels? I dont care if the number of materials is reasonable low. You can easily have 20k poly characters, no problem even in higher numbers, just keep materials low and use LODs. Btw, there is almost no performance difference between 700 and 200 poly mesh...

    For such big creature I would use 30k poly for main model+normal maps generated from 2m+ poly model, then downscaling with LODs.

    Sure, if the model is aimed for mobile, it is different story, but this is decision of author.
     
    Last edited: Mar 9, 2011
  18. PROTOFACTOR_Inc

    PROTOFACTOR_Inc

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    yep, and my decision was : this creature is big !! it needs a big screen !!! Lol. The STARTER KIT is nearly ready for submission, i already uploaded a web player with all features included in the package. Sorry, irepeat, since i'm not a coder i only manage to trigger 3 animations ...
    here is the LINK to test the beast. Hope you 'll enjoy it.
     
  19. PROTOFACTOR_Inc

    PROTOFACTOR_Inc

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    MOUNTAIN DRAGON STARTER PACK pending review by unity asset store. The full pack and other add on will be submitted in about 10 days ... if there are customers for these packs, sorry they'll have to wait a little bit ...
     
  20. bradjensen68

    bradjensen68

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    You do very nice work. I am surprised that a game company hasn't hired you yet.
     
  21. PrimeDerektive

    PrimeDerektive

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    I love the dragon.

    Also, I like the cave you have in the webplayer demo :)

    You should make a package of interconnecting cave pieces in that style with some props, so people could build cave networks :)

    Just a thought.
     
  22. PROTOFACTOR_Inc

    PROTOFACTOR_Inc

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    it's already done. but i don't want to resell itfor the moment. Maybe later...
     
  23. PROTOFACTOR_Inc

    PROTOFACTOR_Inc

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    bump : mountain dragon is now live in the asset store ... just have a look ...
     
  24. PROTOFACTOR_Inc

    PROTOFACTOR_Inc

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    bump : Customer rejoy ! i'm currently creating animations add on. The first one is ready for submission. I've updated the first post and created a video for this pack. I also really think about assets price etc ... and i decided to stick to only one price range for one asset with no more than about 30 animations. So all my creations will be available at about 20 / 25 dollars depending on additional animations pack. So here the mountain dragon starter pack will cost 25 dollars, the advanced pack 40 dollars and all animations add on will be available at 5 dollars.
    Regards to all
     
  25. Draad

    Draad

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    Lol ninja dragon :p
     
  26. PROTOFACTOR_Inc

    PROTOFACTOR_Inc

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    bump : hi there ! all add on have been submitted. And the full pack is currently in upload progress. the full pack contains 80 anims from all add-on. Hope you'll enjoy this asset
     
  27. nikko

    nikko

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    $20 for a full pack, that's the price. Check renderosity, lot of dragons with lot of animations. Cheap. Please don't get crazy on the price. You will sell more. If too expensive, you will not sell and your work is done for nothing. Check also Dexsoft website and see what they offer for 20 EUR.
     
  28. PROTOFACTOR_Inc

    PROTOFACTOR_Inc

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    @nikko : dexsoft rarely offers more than 15 / 20 animations for 30 dollars, the same for 3DRT. The dragon comes with 28 anims + props + hight rez textures. 25 dollars is the price for the starter pack. and 40 dollars for such a feature with 80 anims !!!! believe me you won't find that quality asset at such a low price !!! And now i decided to stick to only one price range for already seen creatures : 20 / 25 dollars ( with no more than 25 / 30 anims ). I saw that a good modeler has decided to realease original creatures. Maybe i'll do the same but i think that this creatures would cost 5 or 10 dollars more than overseen creations ( 35 / 40 dollars )
    Regards
     
  29. Demostenes

    Demostenes

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    2rosor: Nicco is telling that in each topic, everything is too expensive for him. He is not able to appreciate quality and he wants everything ideally for free.
     
  30. PROTOFACTOR_Inc

    PROTOFACTOR_Inc

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    well, a critic is a critic ... I don't know Nikko but i hope he understand which are differences between different artists work. And there was a store i even don't know : renderosity. By the way @ Nikko i didn't have a look to all dragons but there are not in the right format ( mainly poser 5 and 6 ) and there are no anims. So for 10 /15 dollars a dragon that you can't use in unity 3D .... Just think about not wasting your money ... wait for the full pack and buy it !!!!!!!!!! Lol
     
  31. nikko

    nikko

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    not for free, but keep in mind that if you make a game, you need more than one Dragon. How much it will cost you to have 20 monsters, 10 NPC, 4 building styles etc...? $10,000+?
    Again cheap is not free.
    We sell our games $1 on the Apple Store.
     
  32. Schlumpfsack

    Schlumpfsack

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    To compare 3d art with a game is pretty stupid.
    How many people play games? how many people develop games?

    compare these numbers and you will notice that there are a bit more players than game devs. So you can sell much more games compared to 3d assets.
     
  33. PROTOFACTOR_Inc

    PROTOFACTOR_Inc

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    hum, here i'm sorry. For a budget, even for indies you need money, less than a big company that could afford to hire me or anybody else for sure. if i follow your count : 20 x 25 dollars = 500 + 10 npc x 25 dollars = 250 + building styles well lets say 5 ( for 5 levels ) at 50 dollars = 250 + your time to integrate and code all this with an RPG package ( cf Quest it ? / zerano one or the one which is free ) about 50 dollars. So here a game would have cost 1050 dollars + your time to do it .... 1050 dollars !!!! to create a game with my assets for example ( well sorry my already seen creatures library is growing but i don't have 20 creatures yet ) When you create a game it will be over several mounths of development, if you have a job like many others ( me among those first ) you know that you have to save money ... That 's the same for a big company they have deadlines, seats for their emploiees etc .... 1050 dollars to, maybe create a block buster ????.... is really an affordable budget for any indie project ( such big : 20 creatures is nearly the count for gothic 3 !!! ) and with such a project maybe you should think about raising a little bit your price ??? 2 dollars or 5 at much....
     
  34. nikko

    nikko

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    Ton Dragon est super, mais le marche de Unity est de 250,000 personnes. Si tu le vends pas chers tu en vendras de brouettes. Ce qui compte c'est le chiffre final des ventes. Je comprends que vu le travail que tu as fournis tu mettes un prix eleve. Mais j'achete beaucoup et j'aurais achete ton dragon si il etait a $20. Plus cher, je ne l'acheterais que si j'en ait vraiment besoin. Cela diminue enormement les ventes si tu decourages les achat d'impulsion. Car combien de gens ont reelement besoin d'un Dragon? La plupart de tes clients l'acheteront et en feront probablement rien, ne les decourage pas d'acheter dans l'instant avec un prix trop eleve. Trop de developeurs mettent un prix eleve a leur travail parce que sinon ils trouvent que c'est pratiquement insultant pour la qualite de ce qu'ils ont fait. La realite c'est que si tu vends 10,000 dragons a $1 tu gagnes plus que 10 a $100. (je suggere pas que tu vendes a $1, c'est juste un exemple!)
     
  35. PROTOFACTOR_Inc

    PROTOFACTOR_Inc

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    je ne sais pas si je vais faire beaucoup d'envies impulsive d'achats à 1 dollar ou meme gratuit. Comme tu le dis combien de personnes utiliserront reellement ce dragon. De mon coté je ne suis pas un voleur, je ne veut pas faire craquer quelqu'un pour quelque chose qu'il n'utilisera pas. J'essaie de fixer mes prix en rapport avec les divers magasins en ligne. et mes prix sont moins élevés qu'eux. Je ne peux pas faire mieux. je doute que meme gratuit il se telecharge : une seule raison il n'y a actuellment que quelques autres creations sur les autres magasins qui pourraient aller avec les ressources que je produit. Sinon, si tu prend une de mes ressources et que tu prenne une autre de 3DRT, franchement ça fait un sale vieux patchwork... Je pense que je ferai plus de vente une fois que j'aurai produit une douzaine de creatures. et sur 250 000 utilisateurs il y a combien d'enfants qui tannent leur parents pour faire peter la carte bleue afin d' avoir une ressource ??? Je pense qu'il n'y a pas tant que ça de developpeurs indies qui ont un vai petit budget, et si c'est le cas, developpent ils tous des RPG medieval fantastique ???? Bref, pour le moment je m'aligne sur les prix de Dexsoft dont les ressources se rapprochent le plus de la qualité des miennes ( ce n'est que mon avis ...) En esperant que ce soit le bon choix. Ces ressources me serviront tot ou tard de toutes façons ...
     
  36. PROTOFACTOR_Inc

    PROTOFACTOR_Inc

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    @ all sorry just a french discuss. Nothing really important ... and it's good sometimes to read another language isn't it ??? Lol
     
  37. nikko

    nikko

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    haha, yes, I speak Thai nit noi too. Anyway, continue doing great assets, I will buy your stuff if you make a bundle (like 10 monster at a bargain price?). I can dream lol.
     
  38. PROTOFACTOR_Inc

    PROTOFACTOR_Inc

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    maybe a bundle at a bargain price ( means 10 x a bit less than the asset cost individually, so about 200 dollars ). But here it won't be before about 2 mounths or more. and i doubt many users could afford to buy it ... Well, i can dream ???
     
  39. PROTOFACTOR_Inc

    PROTOFACTOR_Inc

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    bump : animation add on n° 4 is now live on the asset store. that means that the full pack will be available really soon. ( still waiting for add on 2 ... that's weird i've submitted it after the first add on ...)
    regards to @ll
     
  40. MaliceA4Thought

    MaliceA4Thought

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    Spake the person having single shaders on sale for $10 here on Unity...

    Let me seeeee 1 dragon or 4 shaders....

    I'll go dragon please :)

    Regards

    Graham
     
  41. PROTOFACTOR_Inc

    PROTOFACTOR_Inc

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    to my mind shaders are damned important, if i had one really good i could have really improved this dragon .... really waiting for only one shader too. The one from brn ( community member). Grrr, if only i could understand well SSE ... for me shader = dragon ( you can really spend time on a really good shader with the goodest result as possible, if you don't have a shader you can't see the dragon ... )
    I need shaders. It's like owning brushes to obtain different kind of results for a painter ( that i was before )
     
  42. PROTOFACTOR_Inc

    PROTOFACTOR_Inc

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    @all potential buyers : here it is !!! The full pack is now live and cost only 40 dollars !!!! Enjoy
    Regards to @ll
     
  43. Jaimi

    Jaimi

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    Hi - I just bought the full dragon pack from the asset store.

    Unfortunately, it doesn't seem to work - the dragon does not show up in the test scene. All I see is the pile of gold and the chests. I can move around using WASD, but no dragon ever appears. I see the gizmos for the dragon, and the skeleton if I click on anything, though. The materials are all assigned, and look correct. Don't know what is happening. I'm using Unity 3.4.

    edit: The scene is just goofed up. The mesh renderer is missing the mesh, the animations aren't assigned, etc. Assigning the missing mesh makes him appear, but if you have any input on how all the animation and control scripts are supposed to be setup, I would appreciate it. He's currently idle like he's supposed to be, but when moving, he doesn't walk/run/jump or anything, just plays the idle. I've set the animations on the prefab, and I went through the LegController script, and set the source animations to what it appears they should be (4legidle = 4legidle, etc).
     
    Last edited: Aug 21, 2011
  44. PROTOFACTOR_Inc

    PROTOFACTOR_Inc

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    @Jaimi : Glad you found the way to make this dragon appear. About scripting and animation handling : this is not an already coded asset that you just have to bring into your environment to make fantastic things. You have about 80 animations with which you can produce different types of gameplay etc ... You have to write your code and manage to handle all the animations on your side ( i'm an artist not a coder ). So if you really have problem with this asset maybe you should ask for a refound ( maybe you thought this asset was already coded and ready for a direct integration in your gameworld )
    The test scene was just done to showcase this dragon in real time ( otherwise i would have never sold this asset if i knew how to code ) it has been set up quite quickly ( was messing around a lil' with locomotion system etc ... ) that's why you can't jump etc .... If you're not satisfied don't hesitate to ask for a refound ( but erase that stuff on your side. thx )
     
  45. Jaimi

    Jaimi

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    Hi Rosor - I'm not wanting a refund, I'd just like to get the sample scene running, so I can see him move correctly, and how he should be setup so he works with the locomotion system. I think when the sample scene was packaged, a bunch of references were lost is all.

    of course I realize I will have to write all the AI, and decide how the attacks work, and animate (etc), no problem, I can do that. But I don't know much about the locomotion system, and I'm guessing the scripts worked when you packaged it.

    so, can I ask you for a copy of the test scene with the references all intact? In return, I will figure out why the seen got messed up and give you a detailed report, so if this happens to anyone else, you will know what to do. I will also purchase the spider monster you created, but I'm assuming will also have a similar issue in the test scene.

    I will of course be happy to provide proof of purchase.
     
  46. Cico

    Cico

    Joined:
    Aug 21, 2011
    Posts:
    11
    Nice graphics. Very good job.
     
  47. PROTOFACTOR_Inc

    PROTOFACTOR_Inc

    Joined:
    Nov 15, 2009
    Posts:
    4,054
    @Jaimi : i'm sorry but here i tried to use locomotion system with this dragon, but as you can see or even in test scene ( through internet ) locomotion system didn't work as expected on my side. Sorry about that, at this time didn't know if i used a bad or old version .... Really hope you can do something, with ( maybe redownloading another more recent version of locomtion ssytem )
     
  48. Jaimi

    Jaimi

    Joined:
    Jan 10, 2009
    Posts:
    6,208
    Rosor - no problem, it's nothing you did, it's an artifact of the packaging process, I believe. I think I've gotten that straightened out:

    For anyone else that purchases this and wants to get it to work:

    Load the test scene.
    Select the "Motion Dragon Full" object in the Hierarchy.
    Under Animation, set "4legidle" as the default animation.
    Under Animations, change the size to 4, and add the following animations:
    4legidle
    4legwalk
    4legrun
    4legjump

    Under "Leg Controller (script)",
    set the grounded pose to 4legidle
    in AnimationGroup: Locomotion,
    Set the animations in this order: 4legidle, 4legwalk, 4legrun

    Under "Jump and Idle (script)",
    Set the Jumping animation to 4legjump
    Set the waiting animation to 4legidle

    on the mountain_dragon sub object, under the skinned mesh renderer, set the mesh to "mountain_dragon".

    This will make the scene work, though you will still get a few errors related to the "Jumpandidle" script that I need to figure out.

    ----

    The artwork is good, however there are some mystery polygons:






    It looks like they are part of the wing structure, but I don't think that's the intended result.


    edit: Looks like it might have to do with blend weights. Maybe these polygons are tied to too many bones? I set the max blend weights to 4, and the model did indeed change somewhat, but the strange squared polygons are still there, just a different shape.
     
    Last edited: Aug 21, 2011
  49. PROTOFACTOR_Inc

    PROTOFACTOR_Inc

    Joined:
    Nov 15, 2009
    Posts:
    4,054
    @jaimi those artifacts come from intersection between parts of the wings i believe. Here, as you can see wings are really "closed". It was quite impossible for me to prevent this without adding more bones !!! and it's already a big structure. That's why i decided to keep this solution as this.
     
  50. Jaimi

    Jaimi

    Joined:
    Jan 10, 2009
    Posts:
    6,208
    To be honest, I can sense your frustration here - If you don't want to fix it, I guess I really have no recourse.
     
    Last edited: Aug 22, 2011