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Malbers Animals-Creatures

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

  1. warren-miller-maltd

    warren-miller-maltd

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    hi - sorry for leaving this so long - thanks - the movement isn't' quite right - check out the attachment. what I'm after is movement "A" but this configuration gives "B" - hope it makes sense :)
    (the circles are the joystick and the arrows represent character movement)

    thanks
     

    Attached Files:

  2. CelticWarriorMoon

    CelticWarriorMoon

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    Hey Malbers,

    Any idea on how to make the deer's head collider interact with the water so that it can "drink"? The animation works properly and activates in the "drink" zone, but in my game it doesn't increment the deer's thirst meter, even though I have scripted this to happen. So my thought is that it isn't colliding. Any ideas how to fix this would be much appreciated!
     
  3. Malbers

    Malbers

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    Hey guys I'm back, I was taking a break to recharge the batteries.

    hey Jay, Actually that is the correct way the camera should work... if the you were using the Strafing before aiming, it will return to the Strafe camera when the Aiming is off, since the Strafing is still On:
     
  4. Malbers

    Malbers

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    Super strange! those uncatchable bugs are really hard to kill ;D

    Thank you so much for using the asset I really appreciate it!
     
    Swyfft likes this.
  5. Malbers

    Malbers

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    I really appreciate you guys using AC and HAP, it fills me with joy!
    You can always use a Float Scriptable variable to store which time it is; and use it on the AI Brain. :) you can do comparisons on a Decision (Check Scriptable Variable)
     
    Harald_Heide likes this.
  6. Malbers

    Malbers

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    Saldy, the only movement logics there are on the Animal Controller right now are the CameraInput On and Off Options... and the new Strafing option for the horse and the humans (the other animals still needs the animations to make it work)
     
  7. Malbers

    Malbers

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    You can link your thirst meter directly to the Drink animation if you like here:
    upload_2021-2-22_17-36-54.png

    You can listen to that event and activate your thirst logic
     
  8. heklopez79

    heklopez79

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    Hi @Malbers

    I have the boar anim originally bought for unity but decided to switch to unreal.

    In unreal is giving me a problem. Is there a way to switch to root motion anim in unreal? Animations seem to be missing a root bone.
     
    Malbers likes this.
  9. Refeas

    Refeas

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    Hey @Malbers,
    we are using all the animals animations without root motion for the AI and they are all fine (at least those we tested) except the Boar which has inconsistent pivots between various animations.

    For example, this is the BIdle animation pivot:
    upload_2021-2-23_16-49-43.png

    And this is the BWalk pivot:
    upload_2021-2-23_16-50-11.png

    So when we make an animation controller where the boar transictions between idle and walk (and vice versa), the whole model "teleports" between those two pivots.

    Thanks!
     
  10. heklopez79

    heklopez79

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    @Malbers @Refeas Same problem. The boar is missing a root bone. I get the same motion in unreal. It floats around the scene while playing the animations.

    Missing root bone:




    Example animal with root bone:



     
    Last edited: Feb 24, 2021
    Malbers likes this.
  11. ProceduralCatMaker

    ProceduralCatMaker

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    Good to see you back and with batteries recharged! I was starting to get worried... but I see that you also know it is wise to avoid burn-outs! Good.
    I have a simple suggestion to ask you, regarding a variant to your "Assign an Input to an Action" how-to.
    The issue is how to handle at best your warning "IMPORTANT: When you have more than one Ability assigned to Inputs.. you need to disable the other inputs on the Other Abilities".
    Say I want to assign a key to each of the 4 attacks.
    Of course I can follow your approach, but maybe I can do it another way that has an additional benefit:
    upload_2021-2-23_19-26-36.png

    Less lines than the traditional solution where I would have to disable 3 inputs. Moreover I get an autorepeat of the attack while holding the key/button pressed.
    Do you see some drawbacks against this approach? I will have many abilities mapped to keys and disabling all of them but the current one for each ability does not seem very productive...
    Moreover, is there some way to copy/paste these properties?
    Thanks in advance for your feedback on this.
     
  12. ProceduralCatMaker

    ProceduralCatMaker

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    Hi, I have done further experiments and sound also this other - simpler solution.
    upload_2021-2-24_19-2-13.png

    it seems OK, but what is your opinion? I am not seeing drawbacks ?
    Thanks
     
  13. JBacal

    JBacal

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    Hi @Malbers
    Currently it seems that it is only possible for the wolf lite to jump one time while swimming. Is it possible to enable the player to jump as frequently as he wishes? Thanks,Jay
     
  14. Malbers

    Malbers

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    Yes! On the Jump Basic State Add the Swim State as a Reset State as well, By default the Locomotion and the Idle States are the ones that Reset the Jumping State:
    upload_2021-2-24_19-45-59.png
     
  15. Malbers

    Malbers

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    Yes, the problem with unreal is that the Root bone has to be made outside Unreal,
    Unity has the possibility of creating it inside the engine

    I had to recreate the Animations for unreal one by one with the Root Bone Baked (With a MaxScript I created in Max)
    I can give you access to the Unreal projects of the assets you own..
    Just write me at malbers.shark87@gmail.com with your invoice numbers :) so I can share the UE projects
     
  16. Malbers

    Malbers

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    Yes! you need to Use on the Animations the Root Node Position on the Animations parameters:
    upload_2021-2-24_19-51-13.png

    If the problem continues try this Idle Fixed to the same position of the locomotion animations
     

    Attached Files:

  17. Malbers

    Malbers

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    Yes!
    But For Exiting Modes you just need to call animal.ModeInterrupt()

    Animal.ModeDisable(x) will disable the mode entirely; and it will not work until you enable it back
     
    ProceduralCatMaker likes this.
  18. JBacal

    JBacal

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    @Malbers thanks for the great support! I still have one lingering issue with the bow aiming camera. I would like to automatically enable the strafing state when aiming the bow, but when I do so, the aiming camera seems to get stuck in the aiming position. I would like the camera to return to the “normal” main camera position when i stop aiming. This only seems to happen correctly if I don’t automatically enable the strafing state when aiming. Do you have a workaround or am I doing something wrong? Thanks, Jay
     
  19. nathan2411

    nathan2411

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    Hi @Malbers
    First off thanks for the amazing work you do and by the looks of things the great support you provide.

    I recently purchased the animal forest pack to use in a game i'm making for the purpose of learning different aspects of game design including the animation and art aspects.
    This is likely a very elementary problem, but I'm having issues opening the model's and animations in blender and was hoping you can guide me through what I'm doing wrong.
    I can import the model and animations just fine into blender and mark the automatic bone orientation box you mentioned in a previous post a year ago. I've also imported the animation separate from the model, but I can't seem to attach the animation data to the rig on the model. Through blender's dope sheet and action editor I can attach the different animations to the rig, but the animations themselves only appear as movements of individual bones and I can't seem to attach it to their respective parts but only the rig as a whole. For example, the spine1 animation ends up getting attached to the whole model not just the spine1 bone and as a result the model will simply wiggle rigidly as its mimicking the motions of just the spine 1 animation.

    https://gyazo.com/037e47dcf92151e9691f67e7709cd666 importing model with automatic bone orientation
    https://gyazo.com/af64cbd61077109bd283c66909c07645 importing animation with automatic bone orientation
    https://gyazo.com/d8e181f433e57e6301c65afbcd886e44 attempting to connect an animation (Left Eye) to the rig but the entire rig begins acting as the left eye and "blinks". On a side note why does the wolf enlarge that way and end up rotated?
    I know clearly I'm doing something wrong but I've posted on blender forums with no concise answer and figure I find out how the maker of this would properly import this into blender to work with the animations.

    Thanks
     
  20. Refeas

    Refeas

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    Thanks for your reply!
    I already have the animation set up as you describe, but the issue is still there. Unfortunately, importing your fix didn't change anything either.
    What I noticed tho is if you look at the BIdle animation from the FBX's "Animations" tab, it seems fine. However, if you look at it from project window, where you expand the FBX, like so:
    upload_2021-2-25_11-52-24.png

    it shows it with the incorrect pivot. And in-game, it behaves like that too - with the incorrect pivot.
    upload_2021-2-25_11-53-29.png

    Any ideas? Thanks!
     
  21. JBacal

    JBacal

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    Hi @Malbers,

    I am trying to create my own melee weapons with my own animations using your controller. If I attach the box collider (trigger) and attack trigger script directly to the player (for example a gameobject attached to the right hand bone), then the animations correctly enable the attack trigger. But if I attach the box collider and attack trigger script to a pickable object like a sword, then after picking up the sword the animations do not enable the attack trigger even though the animations play correctly. How do I get the animations to trigger an object connected to the player at runtime? Thanks as always for your help.

    Best wishes, Jay
     
  22. Rowlan

    Rowlan

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    Malbers allowed me to check out the upcoming Wolf and share some images of it. The asset is awesome. I hope I find the time to make a vid, you guys should see it animated :)

    01.jpg
    02.jpg
    03.jpg
     
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  23. Rowlan

    Rowlan

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  24. Swyfft

    Swyfft

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    Looks amazing!!
    Can’t wait to see the wolf pack running wild in the streets :)
     
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  25. ProceduralCatMaker

    ProceduralCatMaker

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    Lucky Rowlan, a deserved privilege for your contributions here! As I suspected Malbers little activity last week here was due to immersive work on Wolf, we all anxiously wait. Thanks for sharing !
     
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  26. SUUNE

    SUUNE

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    Hello.
    I'm using Opsive's UCC with Malbers horse. Everything works great but looks like UCC interact ability is not get triggered when player is on horse. Is there any premade solution or trick to make it work?
     
  27. Rowlan

    Rowlan

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    Last edited: Mar 1, 2021
  28. Malbers

    Malbers

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    hey there
    Sadly, 3DsMax and Blender they don't get along too well

    When I import the assets to Blender some of the bones can be in the wrong position
    here's some videos:
    This is the model directly from the Unity Fbx


    The problem is importing them back to Unity ;(
    In Max/Maya you can also check the animations from the asset:

    Sadly I've tried to do the same for blender, I for the love of me, I haven't found the way to do it

    Hope this answer some of your questions


    EDIT: I got some tips about this asset:
    https://blendermarket.com/products/better-fbx-importer--exporter

    I'm testing it out and it seems to work on my side
     
    Last edited: Mar 1, 2021
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  29. Malbers

    Malbers

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    In this case Remove the Strafe CM Camera of the scene... that way there will be no Strafing state that it can be called.
     
  30. Malbers

    Malbers

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    Indeed I'm working really hard these days to make the best wolf on the store :) so much work so little time!
    It should be ready this week... today or tomorrow.. I'm still adding more and more animations because I lovee it!! haha
     
  31. Malbers

    Malbers

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    Ohh I see, one of the Main reasons of that is because the animal has not the correct position of the CG bone on the Prefab... by default it should be (0,X,0)

    Or that CG bone is child of another GameObject

    upload_2021-3-1_17-7-40.png
     
  32. Malbers

    Malbers

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    That is because after you pick any sword you will need to call the method
    Animal.UpdateDamagerSet()
    Which Update all the Attack Triggers Inside the Animal... Including the new added Weapons
    upload_2021-3-1_17-12-46.png
     
  33. Malbers

    Malbers

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    Actually on the RideHap State code that option is disabled here:
    upload_2021-3-1_17-36-39.png
    No other Ability can be used while mounting...
    Try removing the MRider.IsMountingDismounting parameter
     
  34. arminiuspp

    arminiuspp

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    I have two animals in my game and the player can switch between them, but after switching to input system and using Minput link when I switch between the animals (turning on and off the Minput link) I can still use both of them not like the previous M input when I turn it on and off I can control only one.. is there a work around this?
     
  35. ProceduralCatMaker

    ProceduralCatMaker

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    The best Malbers integrator I must say! Really amazing stuff Rowlan, even better than usual!
    Wonder if you are already working with the new Input System and use multiple animals in same scene with gamepads control. Something I hacked months ago and Malbers is working on with the new integration...
    I have seen your new wolf images and I wonder if they were static, AI-based or are multiple players with input control.
     
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  36. Rowlan

    Rowlan

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    It was just a modification of the Follow Target script, i. e. the cubs follow the bigger wolves, the bigger wolves follow the player with a target distance around a random sphere around the player. Didn't have much time to dive into AI yet.
     
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  37. SUUNE

    SUUNE

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    I solved this by first - not parenting character to the horse and second - OnTriggerEnter calling ForceDismount(). After character finish dismounting interaction gets trigger.
    For current purpose its fine... but its ugly workaround. There should be some kind of a bridge that you can add to the interactable object and be able to call interact function... but I'm to stupid to write it on my own ;)
     
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  38. Refeas

    Refeas

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    Well yes, it's part of the problem, but the main problem as I stated is the idle animations have inconsistent pivot. But only for the Boar. There's nothing I can do about it. WIll you please provide a fixed model or idle animations? Thanks!
     
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  39. ProceduralCatMaker

    ProceduralCatMaker

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    Waiting for you to bring other beautiful surprises out of your magician hat, I have been playing a lot with the AI, and I have a simple issue to bring to your attention.
    It happeared to me in the Rabbt/HoleHide sample tutorial. I noticed that after hiding the Rabbit restarts the patroling not following the original patrol order but restarting from the last waypont it was looking for. Looking at the code of the Patrol i see clearly that this has been implemented on purpose:
    brain.AIMovement.SetTarget(brain.LastWayPoint.WPTransform); //Move to the last waypoint the animal used
    but in many cases is not probably what people would like,
    For eaxample I have done a scene where the Raven flies away when it is eating on the ground and the rabbit is close. In doing so it goes to an airpoint which points to a to Perch Zone, where after some some time it starts again its mixed air/ground patroling.

    To achieve this result I had to do a copy of Patrol (PatrolNoLastWP) and just commenting a few lines I was able to achieve the desired behaviour.
    Now, as many of your users are not necesserly programmers, I suggest you consider maybe adding a flag on the patrol to avoid the setting of the last waypoint when resuming Patrol in AI.
    In general once again many thanks for your work. Very clean architecture and code. I understand your problems with UCC, I also had a very hard time in understanding what he does in some cases. Brilliat but somehow cryptic.
    When you have time let me know if you have some news on further evolution of Input System for multiple players in a scene.
    Thanks and congratulations for the new creatures Rowlan has shown in action. As the poet Keats once said:
    "A thing of Beauty is a joy forever"
     
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  40. Rowlan

    Rowlan

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  41. Rowlan

    Rowlan

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    Winter Scene now with MicroSplat Trax to visualize snow deformation when the Wolves walk over it

    snow 01.jpg
    snow 05.jpg
    snow 08.jpg
     
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  42. kikijin

    kikijin

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    Hi Malbers,

    First of all thank you for your work it's an awesome asset : The Little Dragon Mouse and the others.
    I make a game with this little dragon and I have a litlle question for you : How can I with the M Animal Brain make fly a dragon, then follow the player and attack him.
    I work on this problem since several days and I make only the dragon fly and attack but he doesn't follow the player in the air. I try a lot of things is it possible to do a such thing.
    It's for making dragons enemy ai, I have this problem for finish my alpha demo of my game.
    Thanks for your reply It would be wonderful if anyone can help me please.
     
    Malbers likes this.
  43. KitBarry1809

    KitBarry1809

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    @Malbers I'm trying to follow the YouTube tutorial for Guide to Treasure and the Seat Play Mode Task doesn't work. It throwing an error executing the PlayModeTask.PlayMode() without a target set. Obviously this isn't set until the player has approached for the first time. How have you got it working in the tutorial ?

    I can make it work if I tick "near" on the Play Mode Task, but that's because it never tries to sit down ! (because the guide-to-next-waypoint behaviour kicks in before the player gets close enough to trigger the seat task)

    The debug log looks like this:

    NullReferenceException: Object reference not set to an instance of an object
    MalbersAnimations.Controller.AI.PlayModeTask.PlayMode (MalbersAnimations.Controller.AI.MAnimalBrain brain) (at Assets/Malbers Animations/Common/Scripts/Animal Controller/AI Brain/Tasks/PlayModeTask.cs:80)
    MalbersAnimations.Controller.AI.PlayModeTask.StartTask (MalbersAnimations.Controller.AI.MAnimalBrain brain, System.Int32 index) (at Assets/Malbers Animations/Common/Scripts/Animal Controller/AI Brain/Tasks/PlayModeTask.cs:42)
    MalbersAnimations.Controller.AI.MAIState.StartTaks (MalbersAnimations.Controller.AI.MAnimalBrain brain, System.Int32 i) (at Assets/Malbers Animations/Common/Scripts/Animal Controller/AI Brain/MAIState.cs:85)
    MalbersAnimations.Controller.AI.MAnimalBrain.TaskDone (System.Int32 TaskIndex, System.Boolean value) (at Assets/Malbers Animations/Common/Scripts/Animal Controller/AI Brain/MAnimalBrain.cs:217)
    MalbersAnimations.Controller.AI.QuickAlignTask.StartTask (MalbersAnimations.Controller.AI.MAnimalBrain brain, System.Int32 index) (at Assets/Malbers Animations/Common/Scripts/Animal Controller/AI Brain/Tasks/QuickAlignTask.cs:22)
    MalbersAnimations.Controller.AI.MAIState.StartTaks (MalbersAnimations.Controller.AI.MAnimalBrain brain, System.Int32 i) (at Assets/Malbers Animations/Common/Scripts/Animal Controller/AI Brain/MAIState.cs:85)
    MalbersAnimations.Controller.AI.MAnimalBrain.TaskDone (System.Int32 TaskIndex, System.Boolean value) (at Assets/Malbers Animations/Common/Scripts/Animal Controller/AI Brain/MAnimalBrain.cs:217)
    MalbersAnimations.Controller.AI.MoveStopTask.StartTask (MalbersAnimations.Controller.AI.MAnimalBrain brain, System.Int32 index) (at Assets/Malbers Animations/Common/Scripts/Animal Controller/AI Brain/Tasks/MoveStopTask.cs:71)
    MalbersAnimations.Controller.AI.MAIState.StartTaks (MalbersAnimations.Controller.AI.MAnimalBrain brain, System.Int32 i) (at Assets/Malbers Animations/Common/Scripts/Animal Controller/AI Brain/MAIState.cs:85)
    MalbersAnimations.Controller.AI.MAIState.Start_AIState (MalbersAnimations.Controller.AI.MAnimalBrain brain) (at Assets/Malbers Animations/Common/Scripts/Animal Controller/AI Brain/MAIState.cs:77)
    MalbersAnimations.Controller.AI.MAnimalBrain.StartNewState (MalbersAnimations.Controller.AI.MAIState newState) (at Assets/Malbers Animations/Common/Scripts/Animal Controller/AI Brain/MAnimalBrain.cs:189)
    MalbersAnimations.Controller.AI.MAnimalBrain.Start () (at Assets/Malbers Animations/Common/Scripts/Animal Controller/AI Brain/MAnimalBrain.cs:124)
     
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  44. Rowlan

    Rowlan

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    Here's a video of the Wolf in Winter environment:

     
  45. Rowlan

    Rowlan

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  46. kikijin

    kikijin

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  47. KitBarry1809

    KitBarry1809

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    @Malbers also having trouble with play mode states. An example: I have an animal following the player character. When they arrive at the character it sleeps. When the player moves far enough away the animal should get up and follow again. 1: the animation plays twice so it sits-sleeps-sits-sleeps, 2: the AI state changes to follow the player but the animal never exits the sleep animation. If I put in a sit play mode task it will sit up and never exit that animation instead, all the while the AI state machine is saying it's entered the follow player state again. Seems like the AI is really broken and I'm annoyed I spent £30 on this.
     
  48. Rowlan

    Rowlan

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    I just had to add Irval as well :D

    irval 01.jpg
    irval 02.jpg
    irval 03.jpg

    Collective nap time in the forest after the unusual encounter :)

    irval 04.jpg
     
    Last edited: Mar 8, 2021
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  49. JBacal

    JBacal

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    @Malbers I am integrating Malbers Horse Pro+Animal Controller and Invector Third Person Controller. When my horse is killed by the wolf lite, the rider(player) suddenly flies high up into the air and then falls back down to the ground. My guess is some collider is causing a large upward force to be applied after the death of the horse? Do you have a solution for this?

    Thanks,Jay
     
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  50. Kojote

    Kojote

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    Hi!

    Can anyone tell me how to change the jump height of the animal?

    Greetings v. Coyote