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

Malbers Animals-Creatures

Discussion in 'Assets and Asset Store' started by Malbers, Nov 12, 2016.

  1. Malbers

    Malbers

    Joined:
    Aug 7, 2015
    Posts:
    2,558
    Thanks! I'll add the tag malbers ;) to the little ones
     
    Rowlan likes this.
  2. Malbers

    Malbers

    Joined:
    Aug 7, 2015
    Posts:
    2,558
    The correct way of setting the Chest and Hip Pivot is between the Front Legs (Chest) and Back legs..
    upload_2021-1-11_14-59-45.png
    upload_2021-1-11_15-0-13.png

    For the Fall state what you can do is to Set the Front Fall Multiplier to 0 or a negative value:
    upload_2021-1-11_15-2-35.png

    That way the Fall Ray wont be in front of the Chest Pivot.
     
  3. Cabamacadaf

    Cabamacadaf

    Joined:
    Oct 2, 2017
    Posts:
    6
    Thank you! This helps quite a bit, but I still have this problem when the character lands about halfway onto an object, that it goes back and forth between falling and landing:
     
  4. Malbers

    Malbers

    Joined:
    Aug 7, 2015
    Posts:
    2,558
    Yeap, one thing is to increase the length/multiplier of the pivots, so they are longer , so they can be below the ground...
    I think I see your pivots are a bit shorter
    upload_2021-1-12_13-51-22.png
     
  5. Malbers

    Malbers

    Joined:
    Aug 7, 2015
    Posts:
    2,558
    New Update is out!

    1.2.2c(AC) - 11 Jan 2021 (HAP 4.2.2c)
    • Improved: Brain Check Var Listener now uses Integer Scriptable Variables for the ID
    • Improved: Brain Check Var Listener now can check on GameObjects, Runtime set and TransformHooks.
    • Added: Interaction Trigger to the Animal Controller. This Interaction zone will be used by the Modes, States and the whole controller to interact with external objects.
    • Added: ITriggerInteract Interface.
    • Fixed: Going Backwards without RootMotion was not working.
    • Added: TriggerProxy component now has an ID parameter
    • Added: Set Var Listener Task for the Brain Component
    • Fixed: Sound Behaviour can have empty sound clips
    • Fixed: BlendShape component Inspector bug.
    • Modified: Zone component has a tag list instead of just 1 tag.
    • Added: IAnimator Listener to the AIAnimalControl component.
    • Modified: Messages component now sends message to Childs gameObjects.
    • Fixed: Damage Direction Mode Modifier. It was setting random values instead of directional values, for the 2 side Damage Option.
    • Added: Speed Modifiers Backwards Speed Multiplier.
    • Fixed: A disable zone was still working.
    • Added: States have now Exit Cooldown. (The state cannot be enabled after X time)
    HAP
    • Fixed: Animations. Gallop Ears where aiming backwards a little bit
    • Improved: Rider FPC script. Now it has Mount Dismount Curve.
    • Fixed: IsOnHorse parameter was set to true OnStartMounting, It should be false.
    • Fixed: Horse Jump Animation State Exit Transitions
     
    tahir_ali likes this.
  6. waltercl

    waltercl

    Joined:
    Dec 30, 2018
    Posts:
    47
    I feel like a newb asking this, but since I haven't updated an asset before, just how does one go about doing this. When I click on the Asset in the Package Manger, the only button that is active is "Import", but if I click that won't it just import the version that I've already downloaded.
     
    Malbers likes this.
  7. Malbers

    Malbers

    Joined:
    Aug 7, 2015
    Posts:
    2,558
    Click the Dropdown Button to see the new update ;)
    upload_2021-1-12_14-26-14.png
     
  8. waltercl

    waltercl

    Joined:
    Dec 30, 2018
    Posts:
    47
    I'll try this as soon as I get home.
     
    Last edited: Jan 12, 2021
    Malbers likes this.
  9. waltercl

    waltercl

    Joined:
    Dec 30, 2018
    Posts:
    47
    I've successfully updated.

    One issue I'm having is that when I mount I am not being turned toward the front of the horse. In what script did you make that change, and I'll take a look at it to see why my custom player controller may not be working with the change you made for that.

    Thanks for all the hard work!

    Edit: After I slowed the mount animation down it does appear that I'm being turned toward the front of the horse, but at the very end it is snapping me back toward the direction I was facing when I started the mount.
     
    Last edited: Jan 13, 2021
    Malbers likes this.
  10. waltercl

    waltercl

    Joined:
    Dec 30, 2018
    Posts:
    47
    In the Mount Animations I see a Mount Animal Left & Mount Animal From Left with the corresponding 2 animations for the right.

    What determines which one is called if I mount from the left?

    I believe I've discovered how to slow down the mount animation. On the Inspector and on the Rider FPC Script Settings -> Advanced you increase the Mount Time to slow down the animation.
     
    Last edited: Jan 13, 2021
  11. dorktoast

    dorktoast

    Joined:
    Apr 23, 2020
    Posts:
    5
    Hi there. When I use the Wolf Lite AI prefab, it works.

    Here's the issue: I'm using my own model. it is a dog model, it had idle, running, etc. animations. However, it does not work using this method and the dog still "stops" after a few steps. Here's what it looks like:



    Interestingly, when the dog gets "stuck" it seems like its positioning variables get "caught" on the ground behind the dog:
     

    Attached Files:

  12. dorktoast

    dorktoast

    Joined:
    Apr 23, 2020
    Posts:
    5
    Here's some footage of the dog getting "caught" in scene view:
     
    Malbers likes this.
  13. tahir_ali

    tahir_ali

    Joined:
    Jan 6, 2018
    Posts:
    119
    I was expecting buoyancy. :(
     
  14. arminiuspp

    arminiuspp

    Joined:
    Jun 15, 2020
    Posts:
    54
    iI was playing around with the boars (Also with the bear, Deer and others) then I tried the multiple zones with waypoints and they don't interact with the zones even though I turned on the auto interact (from the AI) and sometimes auto next target doesn't work either (sometimes like 3 out of 10 when I run it). I tried looking it up where I might have did something to make that happen but nothing... as far as I know, on the video I am using the latest Update but it also happens on the previous update.

     
  15. Cabamacadaf

    Cabamacadaf

    Joined:
    Oct 2, 2017
    Posts:
    6
    I don't think this is the problem. I've tried several different settings for the length of the multipliers and it doesn't seem to fix the issue.

    Also when I increase the multiplier far enough it starts jumping by itself as soon as it touches the ground, I don't know if this is related or if it's another problem.

    gif.gif
     
  16. waltercl

    waltercl

    Joined:
    Dec 30, 2018
    Posts:
    47
    It looks like you disabled the MountOffset. I found that very helpful because by default my custom player controller is sitting too high. Is there a better way to adjust my player controller's height while riding?
     
  17. ProceduralCatMaker

    ProceduralCatMaker

    Joined:
    Mar 9, 2020
    Posts:
    108
    Thanks for the new release. I wonder if you have some time estimate for the new Input System Release.
    In the meanwhile am working with a self made hack for it, but of course your implementation will be far better and solid...
    Keep up your great work, AI is nice and really fun to play with!
     
  18. NEPS

    NEPS

    Joined:
    Jul 8, 2015
    Posts:
    13
    Hi, I got the horse animations package and use opsive stuff, super awesome. Here is my question: I saw Pegesus!! Any fly mechanics out there????
     
  19. Malbers

    Malbers

    Joined:
    Aug 7, 2015
    Posts:
    2,558
    The Mounting animations are set by the mount triggers on the Mount:
    upload_2021-1-14_13-23-30.png
    That Dismount ID is the ID used on the Mount Animations:
    upload_2021-1-14_13-24-16.png
     
  20. Malbers

    Malbers

    Joined:
    Aug 7, 2015
    Posts:
    2,558
    Yes ;) I know what is happening,
    You need to set your animations to Loop, otherwise when the animation ends, it will stop,
    upload_2021-1-14_13-33-46.png

    And the other important thing is that you need to use on you animator the new Avatar from your new Dog Mesh.

    upload_2021-1-14_13-34-7.png
     
  21. MasonWheeler

    MasonWheeler

    Joined:
    Apr 2, 2016
    Posts:
    210
    Check the riding demo and mount the Pegasus. You'll see how it works.
     
    Malbers likes this.
  22. Malbers

    Malbers

    Joined:
    Aug 7, 2015
    Posts:
    2,558
    I've connected them with each other via the next waypoints (inlcuding the Eats)
    and all the AI Animal Control parameters are true (This is required when the animal is not using the brain component)
    Here's a quick setup of making the boar wander with a few waypoints and 2 eat zones
     
  23. Malbers

    Malbers

    Joined:
    Aug 7, 2015
    Posts:
    2,558
    Can you share your cat prefab with all its dependencies ? so I can take a look at it to see what is causing the issues?
    you can write me at malbers.shark87@gmail.com. or via PM
     
  24. Malbers

    Malbers

    Joined:
    Aug 7, 2015
    Posts:
    2,558
    Yes!, you can change on the Horse, the Mount Point, which is basically the reference for the Rider to be "parented" to the horse. the old offset was unnecessary
    upload_2021-1-14_14-1-31.png
     
    Last edited: Jan 14, 2021
  25. Malbers

    Malbers

    Joined:
    Aug 7, 2015
    Posts:
    2,558
    Thanks!
    I plan to have a working Integration by the end of the month

    I'm working on the wolf and the integration at the same time ;)
     
    ProceduralCatMaker likes this.
  26. unity_WoAsNpvoPXR7Qg

    unity_WoAsNpvoPXR7Qg

    Joined:
    Jun 20, 2019
    Posts:
    1
    Thank you for the nice models and animations. I have bought both the animal controller and the forest animal pack. I mainly need ai animals. I have first tried to use the animal controller, but adapting it to my needs did not work out since I need the movement tightly coupled with my own game logic. I then moved on to write my own animator. However, I could not get the animation in sync with the nav mesh agents. I have tried to copy the settings of your controller (i.e. using the same values in the blend tree), however the movement did not match the animations. I have to admit I don't have a lot of experience with animations. I mainly followed the following guide :https://docs.unity3d.com/Manual/nav-CouplingAnimationAndNavigation.html
    Do you have any recommendations how to set up the animations if you use a custom animator?
    Thank you very much!
     
  27. waltercl

    waltercl

    Joined:
    Dec 30, 2018
    Posts:
    47
    I'm using custom player controller with custom first person hands. Any thoughts on how to fix my left hand on the reins so that it moves with the reins as they move?
     
  28. mattxreality

    mattxreality

    Joined:
    Dec 11, 2018
    Posts:
    55
    Hi @Malbers ! I wanted to share with you the VR project I used the animal controller in. I plan to use the horse animation as well, since this will have a centaur in the final project. I was thinking of swapping the dog mesh for the wolf mesh, but I ended up keeping the wolf lite and retexturing it as a robot dog instead. Works well!
     
    Bhanshee00 likes this.
  29. Malbers

    Malbers

    Joined:
    Aug 7, 2015
    Posts:
    2,558
    Hi there!
    Tipically when a NavMeshAgent is used, the Agent moves the animal/creature/gameobject which is fine, but since all my animals uses rootMotion animations, I had to find another way of doing that.

    What I did was to use the NavAgent to get the direction the animal needs to go, so the Nav Mesh agent does not move the animal, the Animal Controller moves the animal using the direction of the Agent.
      animal.Move(Agent.desiredVelocity);   

    (Check AnimalAiControl.cs line 286)

    Also I disable the rotation and position of the agent.. so the Controller can handle the movement.
    upload_2021-1-17_12-44-43.png

    Finally, I keep the Agent in the same position of the animal on Update
    upload_2021-1-17_12-42-57.png

    That keeps the agent in the same position of the animal.

    Summing up
    Try first moving your character with an Player Input (Keyboard.. etc) to check if your animations are connected well with your moving system.

    If they work, then try the AI Agent, and use the agent only as the Direction the character should move, that way the Animations are handled by your controller

    Hope this helps
     
  30. waltercl

    waltercl

    Joined:
    Dec 30, 2018
    Posts:
    47
    Another thing I noticed with my custom player controller is that when I'm on the horse the left to right rotation works and I rotate with the horse's movement. However when there is a 'jump' or a 'neigh' my player does not rotate. So on a standing still 'Neigh' where the horse experiences considerable rotation, my player just sits there.

    Is there a better alternative than creating a custom animation for my player to play at the same time?

    Update: Upon examining the Neigh animation in particular, it appears that the MountPoint changes positions during a Neigh, but it doesn't change rotation. If my observation is correct then this could be why the rotation of my player doesn't change since it's position and rotation is tied to the MountPoint when IsRiding. Is there a preferred way to remedy this?
     
    Last edited: Jan 17, 2021
    Malbers likes this.
  31. Malbers

    Malbers

    Joined:
    Aug 7, 2015
    Posts:
    2,558
    Actually is fairly easy, the Horses have these Gameobjects that controls where the hands should be:
    upload_2021-1-17_13-4-34.png

    By default they are Parented by code to the Rider hands, If the Rider is a 3rd Person controller.
    (It looks for the Rider Avatar set as humanoids, to find the hands)

    In case of the FPS controller included it does not have any model. so that code is ignored.


    You can add to those game object a Parent constraint to each Reins:
    upload_2021-1-17_13-11-0.png

    And set the constraint source :
    the Right hand (For the Right Rein)
    the Left hand (For the Right Rein)

    Also keep them disable and with weight zero while the Horse is not mounted, and enable it while the horse is being mounted. (You can do a script for it, or use the Mount Component Events to do de logic)

    Hope this helps
     
  32. Malbers

    Malbers

    Joined:
    Aug 7, 2015
    Posts:
    2,558
    You can disable the rotation movement of the horse here:
    upload_2021-1-17_13-14-48.png

    Usually for syncing animations what I do is send the animations parameters of the Horse into the Riders 3rd Person animator, I do it also with the wings for the Pegasus, which is a separated model with a separated animator..
    Take a look to the Wings on the Pegasus to see how I make the synchronization with the animations
    upload_2021-1-17_13-34-23.png

    PD. I like to thank you @waltercl for pushing the limits of the FPS rider, :)
    No one usually use it I just don't get a lot of request of it, but thanks to you I have found new ideas for making the asset better, for both 3rd and 1st person)
     
    mattxreality likes this.
  33. Malbers

    Malbers

    Joined:
    Aug 7, 2015
    Posts:
    2,558
    Here's an update of the New Input Link with AC ... it's almost ready!
    upload_2021-1-17_13-38-37.png
     
    ProceduralCatMaker likes this.
  34. waltercl

    waltercl

    Joined:
    Dec 30, 2018
    Posts:
    47
    As far as syncing my player's rotation with the horse, I'm wondering if I can tie the transform.rotation of the rider to something else which does experience more of the true rotation of the horse rather than the Mount Point. As I said above the mount point doesn't appear to rotate at all as far as any kind of vertical rotation.

    Also I'm thinking of just having this type of condition only being active during the jump and neigh actions because otherwise the call to UpdateRiderTransform works well.

    Glad I can be of any help. This is a great asset. Since most are probably using this for adventure games it makes sense that they're more likely to use a 3rd person controller, but for an Old West Cowboy game, FPS is the way to go :)

    Update: I believe I have an answer to my player rotation during jumps. I'll post soon if it pans out.
     
    Last edited: Jan 17, 2021
  35. Malbers

    Malbers

    Joined:
    Aug 7, 2015
    Posts:
    2,558
    Oh I see, I actually removed the vertical rotation of the mount point to keep it always aligned to Wolrd Y direction like the Eyes are looking always forward..
    Try instead using the Parent to Mount Option = true on the Rider Component... that will use the Rotation from the Mount Point Instead. (Make sure Follow Rotation is False, otherwise it will create a double rotation for the Rider)
    upload_2021-1-17_15-11-56.png
    NEW!
    I make a quick addition to the Rider, I have created a Direct reference for the Hands so you can use it too on the FPS Controller :)
    upload_2021-1-17_15-11-34.png

    Here's the Update:

    Hope it helps!
     

    Attached Files:

  36. waltercl

    waltercl

    Joined:
    Dec 30, 2018
    Posts:
    47
    Thanks!

    I'll try it out soon and let you know.
     
  37. waltercl

    waltercl

    Joined:
    Dec 30, 2018
    Posts:
    47
    The "Parent to Mount" option did not help with the vertical rotation so what I did was when I hit the input button for jump and am on the horse then I enable FollowRotation, and I start a Coroutine to wait 3 seconds and turn off FollowRotation. It's kind of a hack, but it works.

    As far as the new Script, I have a custom pair of fps hands that I'm using for when I'm on the horse. I have this Childed to the Horse. I have assigned the left shoulder to the left hand reign and the right shoulder to the right.


    Edit: It does appear that this object is somewhat following the movement of the reins to a degree. It doesn't appear to be following any vertical rotation though. So the hand/arm is moving somewhat side to side with the horse but not so much up and down.

    I'm assuming I am suppose to disable the 1kReins script on the horse? If I assign the arms to that as well then I can't see my hands at all.

    Update: Something I've tried is to simply make the hands a child of the spine1, and that seems to work fairly well. It's not perfect, but I've got the left-hand positioned so that it appears to be connected to the reins about 75% of the time. And considering that you have to be looking down (which is not going to be happening that often when riding) to even see the hand, I'd say it's not a bad option.

    Ideally I'd like to be able to fix the left hand to a particular point on the reins so it appears to be clutching the reins at all times.
     
    Last edited: Jan 18, 2021
  38. heklopez79

    heklopez79

    Joined:
    Aug 25, 2020
    Posts:
    6
    I'm trying to import the boar fbx to maya but it only shows the locators. Bones and model don't show up in maya from fbx files.
     
  39. Malbers

    Malbers

    Joined:
    Aug 7, 2015
    Posts:
    2,558
    Here's the trick on how to load the animations into 3DsMax... but it works for maya too ;)
     
  40. Rowlan

    Rowlan

    Joined:
    Aug 4, 2016
    Posts:
    3,819
    I love the Malbers Dragons and I love the assets by @NatureManufacture and I especially love mixing them all together.

    For a short amount of time Lava & Volcano Environment 2019 is available for free! Go get it! And please do show what combinations you guys come up with :)

    Here's some of mine:



     
    Malbers likes this.
  41. Malbers

    Malbers

    Joined:
    Aug 7, 2015
    Posts:
    2,558
    Interesting... I'm still curious about the behaviour you want for your rider while mounting... the rotation behaviour that you need..
    I think that depends of your arms animations...
    The rein logic is to follow the hands, not the hands to follow the Reins...

    No, the IK Reins components makes the Reins follow the hands...

    PD: with this new update I sent you ... this process is not needed
     
  42. Malbers

    Malbers

    Joined:
    Aug 7, 2015
    Posts:
    2,558
    Incredible!!! as always!!
     
    Rowlan likes this.
  43. waltercl

    waltercl

    Joined:
    Dec 30, 2018
    Posts:
    47
    Ah, it appears I've misunderstood the connection between the reins and the hands. I thought it was to move the hands in connection with the reins, but now I see it's the other way around. I'll play around with that later today or tomorrow and see what I can do with it.

    Thanks for the clarification!
     
    Malbers likes this.
  44. heklopez79

    heklopez79

    Joined:
    Aug 25, 2020
    Posts:
    6
    In maya the boar fbx files don't open correctly. The mesh is missing. Also tried it in 3ds max and same thing. No geo.
     
  45. heklopez79

    heklopez79

    Joined:
    Aug 25, 2020
    Posts:
    6
    Never mind. Got it working. Thanks.
     
    Malbers likes this.
  46. Alima-Studios

    Alima-Studios

    Joined:
    Nov 12, 2014
    Posts:
    78
    great assets, would be nice to have a realistic domestic cat
     
    Malbers likes this.
  47. waltercl

    waltercl

    Joined:
    Dec 30, 2018
    Posts:
    47
    What would be the best way to make sure a rider always dismounts to the left? I'm noticing random dismounts which sometimes results in sliding backwards off the horse and sometimes even sliding forwards over the head. For a realistic cowboy game you would only dismount from the right or the left.

    Setting the Dismount Type to Input helps to some degree, but there are times when you might mount from the back, but that doesn't mean you would dismount by sliding off the horse backwards which is what happens if Dismount type is set to Input.
     
    Last edited: Jan 21, 2021
  48. waltercl

    waltercl

    Joined:
    Dec 30, 2018
    Posts:
    47
    When I mount from above by jumping off the 2nd story of the saloon, my FPC Rider is attached to the horse, but it is not mounted correctly. I'm placed on the very back-end of the horse.

    Edit: I believe I found the issue. If you simply jump on top of the horse and cross the Above Collider then it puts you on the horse but not actually mounted. In order to be properly mounted you have to cross the Above Collider and hit the Mount Input Button at the same time.

    I think a better solution is that if you cross the above collider then you should automatically be mounted without having to hit a button.
     
    Last edited: Jan 21, 2021
  49. Metirof

    Metirof

    Joined:
    Feb 5, 2018
    Posts:
    21
    Hi @Malbers and everyone !

    is there a function on the AI controller to clear a transform target ? and make it None or null again ?
    without destroying the actual transform
    i tryed SetTarget(null) but its not working :p
    upload_2021-1-21_14-58-1.png
     
  50. Malbers

    Malbers

    Joined:
    Aug 7, 2015
    Posts:
    2,558
    Yes! that's the proper way of cleaning the target of an Ai Animal.. via code..
    I have added a new method Called ClearTarget() on this fix :) try that instted
     

    Attached Files:

    Metirof likes this.