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Malbers Animals-Creatures

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

  1. Malbers

    Malbers

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    Hi there, on the Skinned Mesh Renderer Component set 4 Bones instead of Auto:
     

    Attached Files:

  2. Malbers

    Malbers

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    Incredible work @Rowlan !!! as always!!
     
    Rowlan likes this.
  3. Malbers

    Malbers

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    Hi there.... Unity has a bug when you add new animations, sometimes does not update.
    This is the fix: Reorder any of the Transitions on the Animator:

    sEgaDF8dXG.gif
    That should do it :D
     
  4. SoloHonk75

    SoloHonk75

    Joined:
    Mar 27, 2016
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    Hi. Using Unka in URP with KryptoFX Water System (URP). KWS is tagged as Water. Unka don't swim. Have I forgot something?

    Edit: Solve the problem by adding a collider to KWS as trigger.
     
    Last edited: Oct 20, 2021
    Malbers likes this.
  5. HCrowley

    HCrowley

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    Oct 16, 2013
    Posts:
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    Hi. Just started using the Animal Controller, together with the Wolf Pack, in a real Project

    Everything worked as expected in the Editor, but when I came to build and run my game I got repeated Unity crashes to the desktop, until I removed the Animal Controller elements from the relevant scene. The (partial) error message was:

    "The file 'D:/Games/Play_Source/Play_Unity_Source/xxx/xxx_Data/sharedassets0.assets' is corrupted! Remove it and launch unity again!
    [Position out of bounds!]
    (Filename: Line: 214)"

    Doing as the error message suggests and deleting the relevant asset before recompiling makes no difference

    I did a little digging, and discovered that I get the same crashes if I build an executable using any of the AI demo scenes from the Controller (or from the Wolf Pack). Scenes that don't include AI (such as the Forest Scene) compile and run as expected. For information my Target Platform is: Windows, x86, and my Unity version is 2020.1.0f1

    As I was only intending to use the Wolf Pack as a background element in this particular game, I've removed the Animal Controller from the Project, and I'll probably just use Unluck's Herd Simulator for the background creatures. I thought I should report the crashes anyway
     
    Last edited: Oct 24, 2021
    Malbers likes this.
  6. Malbers

    Malbers

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    Hi there!
    That was an old error from a Editor Script... you should update to the latest version and the issue will go away ;D
     
  7. Malbers

    Malbers

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    Here are more Improvements on the Animal Controller Next Update (New Sounds, Animations, Effects )
     
    Rowlan likes this.
  8. LaPanthera

    LaPanthera

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    Oct 2, 2019
    Posts:
    3
    Hi Malbers,
    First of all thanks for good project and good chance to learn something new in game dev.
    I am working on photon network RTS where several riders to be controlled by Player. I was slightly confused by number of scripts/scriptable objects and so on and after two days of investigations cannot clearly understand what is the best way to connect to your project in order to send command to group of "Animals" from my external C# script and force them to move or to do something useful, including fighting. I think ManimalAiControl may be the best enter point via SetTarget, but I am not sure. May you advise how to proceed better in the most right way? I would be grateful to get your advice. Thanks in advance!

    p.s.
    my name is Viktor, e-mail if required lapantheragames@gmail.com
     
    Malbers likes this.
  9. TymNetwork

    TymNetwork

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    Jan 16, 2014
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    I am WAAAAY behind in the thread since I bought the asset years ago.

    HOW do I use my own character in scenes like your demo?
    I have an OLD cowboy that I would like to use.

    Thanks.
     
  10. mik52

    mik52

    Joined:
    May 10, 2015
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    25
    When unka gets to to the edge of a high cliff it just stops moving, almost like it hit a collider, but there's nothing there to hit. I'm assuming it's trying to find the ground and can't.
    I tried adjusting the radius of the sphere that checks for the ground, but that didn't seem to make any difference.
    Is there some other reason why it would stop moving in the air?
     
    Malbers likes this.
  11. Malbers

    Malbers

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    Hi there!
    Check this tutorial to replace the Human on the Animal Controller:
     
    Willbkool_FPCS likes this.
  12. Malbers

    Malbers

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    Hi there!
    Apologies for the late reply, I was away for the weekend.
    To be honest, I haven't worked yet with anything networking-related.

    To move the Animals you can use MAnimal.Move(Vector3 Direction)
    Or Using the AI Control inside the animals.
    use
    MAnimalAIControl.SetTarget(Transform newTarget)
    or
    MAnimalAIControl.SetDestination(Vector3 newDestination)
    You can check the Point Click Sample scene of the Animal to see how to make them interact with eachother
     
  13. Malbers

    Malbers

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    Hi there! this was an old bug with the Fly state.. are you using the latest version of AC?
     
  14. SoloHonk75

    SoloHonk75

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    Mar 27, 2016
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    I currently have the same problem with Unka. But i also have sporadic misfires with the sprint button. Maybe a problem with the new input system?

    Animal Controller v1.2.6d
    Unity v 2021.2.1f1
     
    Malbers likes this.
  15. AndyNeoman

    AndyNeoman

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    Sep 28, 2014
    Posts:
    938
    Hey Malbers,
    I'm getting this error on my animal have you seen it before?

    KeyNotFoundException: The given key was not present in the dictionary.
    System.Collections.Generic.Dictionary`2[TKey,TValue].get_Item (TKey key) (at <695d1cc93cca45069c528c15c9fdd749>:0)
    MalbersAnimations.Controller.AI.CheckStatDecision.Decide (MalbersAnimations.Controller.AI.MAnimalBrain brain, System.Int32 index) (at Assets/Malbers Animations/Common/Scripts/Animal Controller/AI Brain/Decisions/CheckStatDecision.cs:44)
     
    Malbers likes this.
  16. mik52

    mik52

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    I updated to the newest version of HAP, which I'm assuming is the AC I should be using, since I want to be able to ride the dragon. I also downloaded the newest version of Unka. I'm still having the same problem.
     
    Malbers likes this.
  17. Malbers

    Malbers

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    1.3(AC) - 4.3(HAP) 15 Nov 2021 MAJOR UPDATE
    Totalcmd_ITGDppM9M4.png

    • Improved: AI Control is hugely Improved to be ready for A*Pathfinding Integration. A* Integration Ready.
    • Added: New AI Link component to manage better the OffMesh links for AI Animals
    • Added: Human Free Climb Animations and State
    • Added: Human Swim Animations and Swim State.
    • Added: All weapons generate a Cinemachine Impulse
    • Added: Wolf Lite can receive damage while moving (Moving Masked Mode)
    • Added: AIControl now has OnEnable, OnDisable Events.
    • Added: States have a new virtual Method to get notified when a Mode Starts or ends.
    • Added: Now when a character uses the Up Down Axis, a LogError is shown and the Malbers Input is Disabled.
    • Added: On GameObject Stay on the OnTriggerProxy Component;
    • Added: Utility Script. Humanoid Parent. Allows a gameObject to be parented to a Humanoid Bone.
    • Added: Tag Messages to the States to modify further the Animal properties when the Animal enters an Animation.
    • Added: Modes Abilities have unique Audio Source and Audio Clips
    • Added: New Audio Clip References to play random clips instead of one.
    • Added: Brain Component has now a Debug Section.
    • Added: Stop Animator Option, on the Attack Trigger component so it has a more appealing effect when attacking.
    • Added: Scriptable Vars comparer now has a Description field.
    • Added: If you disable the MDamageable Component or the Health Stat, the character will be immortal.
    • Added: States can block Stances now. (E.g. Characters won't try to crouch and climb at the same time)
    • Added: Simple Rotator (Based on Unity 3DKit)
    • Added: Simple Translator (Based on Unity 3DKit)
    • Added: Wolf lite got an Upgrade
    • Added: Sound Parameters to the Effect manager
    • Added: Hit Effect Parameter to all Damagers (Attack Trigger, Weapons, Projectiles)
    • Added: Sound Effects (Audio Clips).
    • Added: States can Sleep from stances (E.g. The Jump will be disabled if the char is sneaking)
    • Added: Added Stats Runtime Set.
    • Added: Keys Enums on the Malbers Input Component are now searchable Enums
    • Added: All IDs now show their value.
    • Added: Stat Monitor UI Component
    • Added: Teleport Reaction.
    • Improved: AI Animals will stop and turn around a target if they can't reach it
    • Improved: Interactors can Focus on more than one Interactable Now Interactives
    • Improved: Step Manager and Step Trigger performance.
    • Improved: Look Decision now calculate obstacles detection better.
    • Improved: Sound Animator Behaviours will use shared AudioSources components.
    • Improved: Character rotation performance increased.
    • Improved: Animator Synchronization Component.
    • Improved: Climb State.
      • Does no longer requires Climb Pivot.
      • Climb Gizmos Visualization
      • Outer and Inner Corner Movement work better.
    • Fixed: Now you will get an error message if the NavAgent is not a Child of the Animal.
    • Fixed: Wander Areas was not inheriting from MWaypoints.
    • Fixed: Aim Target Component was not using the Aim point as the target
    • Fixed: Has Tag option on the ProxyTrigger Component was not getting the Tags on the Root GameObject.
    • Fixed: Point Click -> Clear Target parameter was doing nothing.
    • Fixed: Now the Height of the Destination is checked if the AI Animal arrives at the target.
    • Fixed: Check Variable Listener checks for components where the Animal Script is.
    • Fixed: Play Mode Task does not wait to make the modes the first time.
    • Fixed: HelpBox Attribute had no Namespace.
    • Fixed: When the Animal was using Offmeshlinks, the alignment was done incorrectly.
    • Fixed: FindComponent and FindInterface extensions now search in disabled GameObjects
    • Fixed: Stat Component. Degeneration was not reactivating the regeneration after its finished
    • Fixed: String Comparer was not working.
    • Fixed: OnTrigger Proxy was not invoking methods on Exit.
    • Fixed: Directional Damage Mode Modifiers were Ignored.
    HAP
    • Fixed: When the rider calls a stored Mount with none stored, it will throw a null exception.
    • Added: Instant Dismount to the Mount Component.
    • Added: Prefab Variants for the Wagons to be used on Mobile.

    This update is Highly recommended
     
  18. Malbers

    Malbers

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    Thanks for reporting this ...

    can you make a video of the issue?
    to see if I can reproduce it on my side
     
  19. Malbers

    Malbers

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    Make sure your Decision has a Stat ID and Check the TryGet Button.
    upload_2021-11-14_23-37-16.png
     
  20. Malbers

    Malbers

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    Thanks for reporting this.. I'll check it out tomorrow
     
    SoloHonk75 likes this.
  21. shininguri

    shininguri

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    Nov 25, 2015
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    Im new here and this is definitely a noob question but i was wondering. Is it a way to make the realistic animals look toon like. So you can have the detail of realist but with a toon feel. For example with some of the toon shaders could I apply that too the realistic wolf?. My limited knowledge tells me the textures is what stops this from being posssible' but just wanted input from a professional.
     
  22. runezero

    runezero

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    Feb 8, 2018
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    Hi, thanks for your amazing asset. However, a little question. After updating my project to HDRP (which worked amazing thanks to your easy set-up), I noticed that the hoof tracks show up pink. Do you know how I can fix this? Thanks in advance! :)
     
  23. id0

    id0

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    Nov 23, 2012
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    I was take this asset long ago when it was even free, but not actually use it. Now I'm more and more look into it.

    What I like:
    1.Gravity changer.
    2.AI of course.

    What confuses me:
    1.Horrible camera based on top of cinemachine. When gravity changes it just started mad. Howewer I like controller, but I want my own fps camera. How difficult will it be to embed it?
    2. How fast Ai is? Say, 100 characters in a scene will slow the game down a lot? I already use a lot of things and I don't need extra freezes on hdrp.
    3. Is it expandable? Can I write my own behaviours?
    3.I would also like the character to dive. Is it hard to make?
     
    Last edited: Nov 16, 2021
  24. runezero

    runezero

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    Feb 8, 2018
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    So sorry for my late response! I totally saw the video and I was so extremely gratefull that I must have forgotten to reply, however you are an awesome person for making this video! Thanks a lot!
     
  25. SoloHonk75

    SoloHonk75

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    Mar 27, 2016
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    I get a compiler error after AC-Update from 1.2.6d to the latest version v 1.3a.

    'MInputLink' does not implement interface member 'IInputSource.MoveCharacter'

    In Project: Latest versions of AC and Unka
    Using New Input System
    Unity v 2021.2.2f1

    Delete and reimport folder "Scripts": Doesn*t help.
    Reimport Unka: Doesn't help.

    Delete Malbers folders and reinstall Unka and AC: So far so good.
    Install New Input System integration package: Same compiler error as above.

    Delete Malbers folders again.
    Install Unka - latest version.
    Install OLD Animal Controller version 1.2.6d.
    Install New Input package.
    Import Unka AC.

    Everything is fine again!

    In my case I had to convert the materials and shaders to URP again.

    Conclusion: Don't update Animal Controller to 1.3a if you're using the New Input System.

    @Malbers : Please fix the AC and the New Input System integration package.
     
    Malbers likes this.
  26. Rowlan

    Rowlan

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    Irval :)

    a1.jpg
    a2.jpg
    a4.jpg
    a5.jpg
     
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  27. Rowlan

    Rowlan

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    In case you guys would like to make above scene on your own, here is a 10 minute how-to video:

     
    Malbers likes this.
  28. Rowlan

    Rowlan

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    Turns out it's kinda fun to combine ArchViz with Animals :D

    horsy 3.jpg
    irval 04.jpg
    irval 5.jpg
    irval crazy.jpg
     
  29. ProceduralCatMaker

    ProceduralCatMaker

    Joined:
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    Same issue in my case on blank new 1.3 test project.
    Looking if can fix it.
    bye

    OK, just added a line in MInputLink.cs
    public bool MoveCharacter { set; get; }

    no more error and Input Test scene wolf seems to work OK for now.
    OK also PlayGround Wolf Lite once you set the proper things as by manual.

    Malbers: if this simple fix is ok, can you please update the Integration package? thanks
     
    Last edited: Nov 26, 2021
    SoloHonk75 likes this.
  30. mik52

    mik52

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    Ever since I updated Unka to 3.4 the firebreath doesn't work. The dragon just opens it's mouth and nothing happens.
    I tried all of the demos and the same thing happens.
     
    Malbers likes this.
  31. Quique-Martinez

    Quique-Martinez

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    Oct 1, 2013
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    Hi, I want some animals behaving like a herd. I would like that when the target is reached the followers do whatever: rest eat or being idle and when the leader moves they react.
    I somehow made it but I'm not able to control the distance where the followers stop (all end up in a melee). I would like that the followers move at certain distance from the alpha.
     
    Last edited: Nov 27, 2021
  32. Rowlan

    Rowlan

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    Fluffy Grooming Tool is awesome in combination with the Malbers animals :)

    raccoon 01.jpg
    raccoon 02.jpg
    wolf 01.jpg
     
    Malbers likes this.
  33. Rowlan

    Rowlan

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    Animated is always better :)

     
  34. Hawk0077

    Hawk0077

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    Hi, I just updated Invector shooter, Unka, Irvil, Horse Animset and Ultimate Controller.

    Unity 2019.4

    I installed the HAP integration for the latest invector 2.6.1 and am getting a whole lot of errors. Any idea how to fix them. Many thanks. image_2021-12-01_143050.png
     
    Last edited: Dec 1, 2021
  35. Malbers

    Malbers

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    Hey Guys! Apologies for the late reply.. I was away on Vacations, I'm back finally

    Thanks for reporting the New Input System Integration issue... I'm working on it to see if everything works as expected.
    All the bugs found on the latest release are fixed...
    I'm preparing the Hot fix to be ready by this weekend.

    Yes! that was it :)
    New version is Updated on the Integration folder
     
  36. Malbers

    Malbers

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    Yes!

    Tomorrow will be live the Hotfix for the Animal Controller with that issue.
     
  37. Malbers

    Malbers

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    Hi everyone!
    Here's the hotfix after AC 1.3 and HAP 4.3 big Update
    Fortunately, the bugs were not that many hehe :sweat_smile:
    Very recommended updating, if you are using those new versions.

    1.3b(AC) - 4.3b(HAP) 4 Dec 2021 HotFix
    • Fixed: Inspector for MModeAling and StringToValue were not allowing the build.
    • Fixed: Attack Trigger component was throwing a null reference if the Animator was null.
    • Fixed: Attack Trigger Multiple hit was slowing the Animator
    • Fixed: Effects were being disabled on Deactivate.
    • Fixed: Respawner with Prefabs Animals were respawning twice.
    • Fixed: Queued States were ignored on Persistent Active States
    • Fixed: If the Brain was Disabled, the Current AI Task was not properly finished.
    • Removed: Cinemachine Impulse Context Menu on the Animal Controller.
    • Added: AutoConnections to Unity Events using C#sharp reflection everywhere.
    • Updated: Demo Scenes
    HAP
    • Fixed: Melee Weapons had a null reference when the weapon had no Owner.
    • Updated: Demo Scenes
     
    Rowlan likes this.
  38. Hawk0077

    Hawk0077

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    Nov 6, 2017
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    Hey Malbers, did you see my issue/comment above. Thanks
     
  39. Rowlan

    Rowlan

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    Awesome. Tried it this morning, Irval pukes fire again :D

     
    Malbers likes this.
  40. Hawk0077

    Hawk0077

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    Nov 6, 2017
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    Im getting these errors repeatedly when I go into play mode.

    Any idea how to fix them?

    Thanks

    Controller 'Invector@MeleeCombat_HAP': Transition 'Strafing' in state 'Locomotion' uses parameter 'Strafe' which does not exist in controller.
    Controller 'Invector@MeleeCombat_HAP': Transition '' in state 'Landing' uses parameter 'Strafe' which does not exist in controller.
    Controller 'Invector@MeleeCombat_HAP': Transition 'Not Strafe' in state 'Locomotion Strafe v2' uses parameter 'Strafe' which does not exist in controller.
    BlendTree "Blend Fall Height" in state "Fall" in Controller "Invector@MeleeCombat_HAP" uses parameter "StateFloat" which does not exist.
    Controller 'Invector@MeleeCombat_HAP': Transition 'Interrupted' in state 'Attack Front Legs' uses parameter 'ModeStatus' which does not exist in controller.
    Controller 'Invector@MeleeCombat_HAP': Transition 'Loop' in state 'Attack Front Legs' uses parameter 'ModeStatus' which does not exist in controller.
    Controller 'Invector@MeleeCombat_HAP': Transition 'Interrupted' in state 'Attack Back Legs' uses parameter 'ModeStatus' which does not exist in controller.
    Controller 'Invector@MeleeCombat_HAP': Transition 'Loop' in state 'Attack Back Legs' uses parameter 'ModeStatus' which does not exist in controller.
    Controller 'Invector@MeleeCombat_HAP': Transition 'Interrupted' in state 'Attack Back Leg' uses parameter 'ModeStatus' which does not exist in controller.
    Controller 'Invector@MeleeCombat_HAP': Transition 'Loop' in state 'Attack Back Leg' uses parameter 'ModeStatus' which does not exist in controller.
    Controller 'Invector@MeleeCombat_HAP': Transition 'Interrupted' in state 'Sleep Loop' uses parameter 'ModeStatus' which does not exist in controller.
    Controller 'Invector@MeleeCombat_HAP': Transition 'Interrupetd' in state 'Sleep Start' uses parameter 'ModeStatus' which does not exist in controller.
    Controller 'Invector@MeleeCombat_HAP': Transition 'Interruped' in state 'Sleep Start' uses parameter 'ModeStatus' which does not exist in controller.
    Controller 'Invector@MeleeCombat_HAP': Transition 'Interrupted' in state 'Damaged Back Right' uses parameter 'ModeStatus' which does not exist in controller.
    Controller 'Invector@MeleeCombat_HAP': Transition 'Interrupted' in state 'Damaged Front Left' uses parameter 'ModeStatus' which does not exist in controller.
    Controller 'Invector@MeleeCombat_HAP': Transition 'Interrupted' in state 'Damaged Right' uses parameter 'ModeStatus' which does not exist in controller.
    Controller 'Invector@MeleeCombat_HAP': Transition 'Interrupted' in state 'Damaged Left' uses parameter 'ModeStatus' which does not exist in controller.
    Controller 'Invector@MeleeCombat_HAP': Transition 'Interrupted' in state 'Damaged Back Left' uses parameter 'ModeStatus' which does not exist in controller.
    Controller 'Invector@MeleeCombat_HAP': Transition 'Interrupted' in state 'Damaged Front Right' uses parameter 'ModeStatus' which does not exist in controller.
    Controller 'Invector@MeleeCombat_HAP': Transition '' in state 'Fly' uses parameter 'Strafe' which does not exist in controller.
    Controller 'Invector@MeleeCombat_HAP': Transition '' in state 'Fly Strafe' uses parameter 'Strafe' which does not exist in controller.
    Controller 'Invector@MeleeCombat_HAP': Transition '' in state 'AnyState' uses parameter 'ModeStatus' which does not exist in controller.
    Controller 'Invector@MeleeCombat_HAP': Transition '' in state 'AnyState' uses parameter 'ModeStatus' which does not exist in controller.
    Controller 'Invector@MeleeCombat_HAP': Transition '' in state 'AnyState' uses parameter 'ModeStatus' which does not exist in controller.
    Controller 'Invector@MeleeCombat_HAP': Statemachine for layer 'Rider Arm Right' is missing.
     
  41. Rowlan

    Rowlan

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    The new Wolf update with the Fluffy Grooming Tool integration is awesome

    fw 16.jpg
    clumps.jpg
     
    Last edited: Dec 6, 2021
    Malbers likes this.
  42. Malbers

    Malbers

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    All those errors come from the Animations parameter missing on the Animator.
    It seems that that animator controller is "broken"
    I'm re-checking the Integration from scratch today to see if is still working.

    I see a new update from invector ಠ_ಠ
     
    Hawk0077 likes this.
  43. Malbers

    Malbers

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  44. Hawk0077

    Hawk0077

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    It is now solved thanks. I believe it was because I was using an older version of the Invector@Malee HAP Profile thingy.

    Thanks.

    Oh by the way, when I try to mount the dragon nothing happens and the triggers re in place. I have upgraded Unity and ANimSet since it last worked but cant remember where to change/check the input trigger for the mount? Any ideas? Thanks
     
  45. Rowlan

    Rowlan

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  46. vertexx

    vertexx

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    Mar 18, 2014
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    Field of view seem a bit weird in that the creature appears to unusually "lengthen"
    as it turns. Are you using 60 fov? Try 35 for a more correct and linear perspective.
    It's a small thing I know but a fov of 60 does not always look ok especially when closer up.
     
  47. Rowlan

    Rowlan

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    Thanks, but was on purpose. I didn't like the default of 40 in that case. It's all pro and con and experiments.
     
  48. Rowlan

    Rowlan

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    Aug 4, 2016
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    Made another

     
    Malbers likes this.
  49. ChickenHero

    ChickenHero

    Joined:
    Jul 18, 2016
    Posts:
    79
    I have a Poly Art: Animal Forest Set.
    If I have a Poly Art: Animal Forest Set, can I get a discount on the Realistic series?
    Does the discount apply only if I purchase the Realistic series in units of one animal?
    Will I get a discount if I wait for the Realistic: Animal Forest Set to be released?
     
    Malbers likes this.
  50. hncarlos

    hncarlos

    Joined:
    Dec 21, 2012
    Posts:
    12
    Hi!
    Bought AC recently and still learning the basics.
    My goal is to implement a butterfly. i managed to make she fly and everything is running pretty good, AC is really amazing.

    My question is: i want the butterfly to behave like in real world, they can stick into surfaces with impossible angles and walk upside down, like in this picture.



    i was messing around with the "ground changes gravity" toggle, but i think i need more pivots for detecting walls as grounds, so the butterfly can stick into any surface and move freely.

    is creating another pivot is the best approach? if so, how can i do it? or I'm missing something?

    thanks!