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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
    For the Realistic Animals..
    If you have the Forest Set you get free access to each individual animal... you need to get each animal, to activate the discount on the realistic animals
     
    ChickenHero likes this.
  2. ChickenHero

    ChickenHero

    Joined:
    Jul 18, 2016
    Posts:
    79
    Will the Forest set of Realistic Animals be released?
     
    Malbers likes this.
  3. sadicus

    sadicus

    Joined:
    Jan 28, 2012
    Posts:
    271
    U2021.2.7 + Unka the dragon setup tutorial?
    Hi, What is the fastest way to just get a single realistic dragon in an empty scene to control and fly around?
    Looking through the docs is a bit overwhelming and nothing specific to the dragon.
    also Imported TMP essentials is now added the the project. ~ cheers
     
    Malbers likes this.
  4. id0

    id0

    Joined:
    Nov 23, 2012
    Posts:
    455
    How to make slope behavior more... nice? Now it look like mess:
    slope-1.jpg

    What I want is more like:
    slope-2.jpg

    No bumping, no turn(rotate only to slide direction), no brake behavoir, exlude maybe jump... How?
     
    Malbers likes this.
  5. Malbers

    Malbers

    Joined:
    Aug 7, 2015
    Posts:
    2,558
    I know exactly what you mean :)

    I'm already doing the Slide State ;)

    It should be ready for the next Update in January
     
    id0 likes this.
  6. Malbers

    Malbers

    Joined:
    Aug 7, 2015
    Posts:
    2,558
    When all the remaining animals from the forest are completed.

    Hopefully next year.. they are 3 done, and 7 left:)
     
    ChickenHero likes this.
  7. Malbers

    Malbers

    Joined:
    Aug 7, 2015
    Posts:
    2,558
    Check this tiny guide on how to do it... (Same goes to any flying creature of mine)
    https://malbersanimations.gitbook.i...ers-unity-assets-with-ac#raven-and-ac-example
     
  8. id0

    id0

    Joined:
    Nov 23, 2012
    Posts:
    455
    Good news, thanks for the answer.
    And another question, now the character bump into a wall, but continues to walk. How can I stop him? And how can you even check if there is a wall in front for different animations (or states whatever), when jumping, running, and so on ...
     
  9. Malbers

    Malbers

    Joined:
    Aug 7, 2015
    Posts:
    2,558
    In case of locomotion, there's an option you can enable, Stop on Wall
    upload_2021-12-20_14-19-39.png

    Jump, does not have that Option
     
  10. id0

    id0

    Joined:
    Nov 23, 2012
    Posts:
    455
    That's too bad. I want to create realistic character behaviour, like in cinematic platformers. Not everything work as I want now. So how can I realize this behaviour for example?
    sprint.jpg
     
    Malbers likes this.
  11. Malbers

    Malbers

    Joined:
    Aug 7, 2015
    Posts:
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    Ohhh That's an interesting one :)
    and actually not that difficult to do..

    I'll add it to my list :)
    It can be done in a New [Wall Stop] or [Knock Back ] State
     
    id0 likes this.
  12. id0

    id0

    Joined:
    Nov 23, 2012
    Posts:
    455
    This is great :) But there is more serious problem:
    ledge.gif

    See what I mean? It happen when character position is higher than wall when he reach it, or something like that, I don't know.

    P.S. I also want to know, how to make "Walk zone", when character can only walk? I did not learn all this events, stances, states.. wery well yet.
     
    Last edited: Dec 22, 2021
    Malbers likes this.
  13. id0

    id0

    Joined:
    Nov 23, 2012
    Posts:
    455
    Fall distance problem:
    fall.jpg

    I suggest to start calculate distance only when character start to fall, and only by Y axis.


    By the way, if you slide on slope fall distance also caculated(or not reset) and when you reach end of slope you die too.
     
    Last edited: Dec 27, 2021
    Malbers likes this.
  14. hncarlos

    hncarlos

    Joined:
    Dec 21, 2012
    Posts:
    12
    hi!

    i'm having a strange error when i try to add a mode.

    after clicking the "+" to add a mode, the "Animal" component freezes on inspector and clicks does not have effect at all. the only solution is ctrl-z. the "Add Component" button is on top of the tabs as well.

    upload_2021-12-27_17-23-3.png


    NullReferenceException: Object reference not set to an instance of an object
    MalbersAnimations.Controller.MAnimalEditor.DrawAbilities (System.Int32 ModeIndex, UnityEditor.SerializedProperty SelectedMode, UnityEditor.SerializedProperty Abilities) (at Assets/Malbers Animations/Common/Scripts/Editor/Animal/MAnimalEditor.cs:907)
    MalbersAnimations.Controller.MAnimalEditor.ShowModes () (at Assets/Malbers Animations/Common/Scripts/Editor/Animal/MAnimalEditor.cs:767)
    MalbersAnimations.Controller.MAnimalEditor.OnInspectorGUI () (at Assets/Malbers Animations/Common/Scripts/Editor/Animal/MAnimalEditor.cs:271)
    UnityEditor.UIElements.InspectorElement+<>c__DisplayClass59_0.<CreateIMGUIInspectorFromEditor>b__0 () (at <e6c8f81bec234fd0a83ed65d0d33a967>:0)
    UnityEngine.GUIUtility:processEvent(Int32, IntPtr, Boolean&)


    already tried to delete and reimport AC without success.

    I'm on unity 2021.2
     
    Malbers likes this.
  15. jskubick

    jskubick

    Joined:
    Oct 7, 2018
    Posts:
    11
    I just bought Animal Controller and the Cougar/Panther pack.

    I did the following:
    • Imported Animal Controller & the Cougar/Panther assets into the scene
    • Created a new empty GameObject & named it 'Panther'
    • Added the "Panther Skinny" prefab
    • positioned it so it's within sight of the camera, slightly above the ground.
      • assumption: I should leave the panther centered in its container, and move/rotate the GameObject container.
    • created a cube, positioned it, and named it 'destinationcube'
    • Went to Panther -> Panther Skinny -> Internal Components -> AI Control
      • Enabled AI control by checking it
      • Under "AI Source. Moves the animal using an AI Agent", set the Target to 'destinationcube'

    What presently happens when I start playing the scene: The panther lands on his feet.

    What isn't happening: The panther doesn't run to the cube after landing on his feet.

    I'm pretty sure I missed at least one (possibly several) major steps to get from "falling and landing on his feet" to "running towards the target"... but I'm not sure which one(s) & would definitely appreciate a nudge in the right direction. :)
     
  16. Malbers

    Malbers

    Joined:
    Aug 7, 2015
    Posts:
    2,558
    Hi there!
    Yes, the fall calculates the Max Height... so if you Jump it will start counting from the Highest position of the Jump, instead of the ground the animal was.

    about the slide, Thanks! I have fixed it :)
     
    id0 likes this.
  17. Malbers

    Malbers

    Joined:
    Aug 7, 2015
    Posts:
    2,558
    Thanks for reporting this!
    This happens in 2021.2 indeed :)
    here's the fix:
     

    Attached Files:

  18. Malbers

    Malbers

    Joined:
    Aug 7, 2015
    Posts:
    2,558
    Make sure, if you are using the AI.. to disable the Malbers Input Component

    if the problem continues..
    Can you make a screen recording to see it?
     
  19. jskubick

    jskubick

    Joined:
    Oct 7, 2018
    Posts:
    11
    Hmmm... I disabled Malbers Input Component, but the panther still just lands and goes nowhere. Do I have to set something under Panther Skinny -> Internal Components -> AI ::-> Inspector -> Events, maybe?

    Here's a dump of the Panther GameObject I made with an extension I wrote a couple of years ago. It's handy for reverse-engineering example prefabs (it tells you what other things in the Hierarchy reference it) and giving a human-readable complete snapshot of the state of the entire Hierarchy or a specific child (for posting to a forum like this one ;)). Note that in the dump, "µ" is an abbreviation for "UnityEngine"

    If you think it's useful, check out https://github.com/jskubick/unity-scenedump-xml.

    Anyway, here's my Panther (the "AI" GameObject begins on line 52):

    Code (csharp):
    1.   <GameObject name="Panther" tag="Animal" id="0x00004366" layer="20" activeInHierarchy="True" isStatic="False">
    2.     <Transform id="0x00004368" position="(4.6, 7.6, 5.5)" rotation="(0.0, 270.0, 0.0)" scale="(1.0, 1.0, 1.0)" />
    3.     <gameobjects>
    4.       <GameObject name="Panther Skinny" tag="Animal" id="0xFFFFEB8E" layer="20" activeInHierarchy="True" isStatic="False" prefab="Variant">
    5.         <Transform id="0x00004376" position="(4.6, 7.6, 5.5)" rotation="(0.0, 270.0, 0.0)" scale="(0.8, 0.8, 0.8)" />
    6.         <components>
    7.           <Behaviour type="µ.Animator" id="0xFFFFEB8C" prefab="Variant" enabled="True" isActiveAndEnabled="True">
    8.             <referenced-by component-id="0xFFFFEB84" property-name="Anim">Panther -» Panther Skinny -» MonoBehaviour(MalbersAnimations.Controller.MAnimal)-» Anim</referenced-by>
    9.             <property name="m_Avatar" type="µ.Avatar" sp-name="Avatar" sp-type="ObjectReference" target-id="0x0000441C">CougarAvatar (µ.Avatar)</property>
    10.             <property name="m_Controller" type="UnityEditor.Animations.AnimatorController" sp-name="Controller" sp-type="ObjectReference" target-id="0x0000441E">Cougar AC (µ.AnimatorController)</property>
    11.           </Behaviour>
    12.           <Component type="µ.Rigidbody" id="0xFFFFEB8A" prefab="Variant">
    13.             <referenced-by component-id="0xFFFFEB84" property-name="RB">Panther -» Panther Skinny -» MonoBehaviour(MalbersAnimations.Controller.MAnimal)-» RB</referenced-by>
    14.           </Component>
    15.           <MonoBehaviour type="MalbersAnimations.ComponentSelector" id="0xFFFFEB88" prefab="Variant" enabled="True" isActiveAndEnabled="True" />
    16.           <MonoBehaviour type="MalbersAnimations.MalbersInput" id="0xFFFFEB86" prefab="Variant" enabled="False" isActiveAndEnabled="False">
    17.             <extends>MalbersAnimations.MInput</extends>
    18.             <implements>MalbersAnimations.IInputSource</implements>
    19.           </MonoBehaviour>
    20.           <MonoBehaviour type="MalbersAnimations.Controller.MAnimal" id="0xFFFFEB84" prefab="Variant" enabled="True" isActiveAndEnabled="True">
    21.             <referenced-by component-id="0xFFFFEB70" property-name="animal">Panther -» Panther Skinny -» Internal Components -» AI -» MonoBehaviour(MalbersAnimations.Controller.AI.MAnimalAIControl)-» animal</referenced-by>
    22.             <implements>MalbersAnimations.IMDamagerSet</implements>
    23.             <implements>MalbersAnimations.ICharacterMove</implements>
    24.             <implements>MalbersAnimations.IRandomizer</implements>
    25.             <implements>MalbersAnimations.ICharacterAction</implements>
    26.             <implements>MalbersAnimations.ISleepController</implements>
    27.             <implements>MalbersAnimations.IMAnimator</implements>
    28.             <implements>MalbersAnimations.IGravity</implements>
    29.             <implements>MalbersAnimations.IAnimatorListener</implements>
    30.             <implements>MalbersAnimations.IAnimatorStateCycle</implements>
    31.             <property name="Anim" type="µ.Animator" target-name="Panther Skinny" target-id="0xFFFFEB8C" sp-name="Anim" sp-type="ObjectReference">Panther Skinny (µ.Animator)</property>
    32.             <property name="RB" type="µ.Rigidbody" target-name="Panther Skinny" target-id="0xFFFFEB8A" sp-name="RB" sp-type="ObjectReference">Panther Skinny (µ.Rigidbody)</property>
    33.           </MonoBehaviour>
    34.           <MonoBehaviour type="MalbersAnimations.Stats" id="0xFFFFEB82" prefab="Variant" enabled="True" isActiveAndEnabled="True">
    35.             <referenced-by component-id="0xFFFFEB80" property-name="stats">Panther -» Panther Skinny -» MonoBehaviour(MalbersAnimations.MDamageable)-» stats</referenced-by>
    36.             <implements>MalbersAnimations.IAnimatorListener</implements>
    37.           </MonoBehaviour>
    38.           <MonoBehaviour type="MalbersAnimations.MDamageable" id="0xFFFFEB80" prefab="Variant" enabled="True" isActiveAndEnabled="True">
    39.             <implements>MalbersAnimations.IMDamage</implements>
    40.             <property name="reaction" type="MalbersAnimations.Controller.Reactions.ModeReaction" sp-name="Reaction" sp-type="ObjectReference" target-id="0x0000448E">Damaged (MalbersAnimations.Controller.Reactions.ModeReaction)</property>
    41.             <property name="stats" type="MalbersAnimations.Stats" target-name="Panther Skinny" target-id="0xFFFFEB82" sp-name="Stats" sp-type="ObjectReference">Panther Skinny (MalbersAnimations.Stats)</property>
    42.           </MonoBehaviour>
    43.           <MonoBehaviour type="MalbersAnimations.Events.MEventListener" id="0xFFFFEB7E" prefab="Variant" enabled="True" isActiveAndEnabled="True" />
    44.         </components>
    45.         <gameobjects>
    46.           <GameObject name="Internal Components" id="0xFFFFEB7C" layer="20" activeInHierarchy="True" isStatic="False" prefab="Variant">
    47.             <Transform id="0xFFFFEB7A" position="(4.6, 7.6, 5.5)" rotation="(0.0, 270.0, 0.0)" scale="(1.0, 1.0, 1.0)" />
    48.             <components>
    49.               <MonoBehaviour type="MalbersAnimations.Utilities.Comment" id="0xFFFFEB78" prefab="Variant" enabled="True" isActiveAndEnabled="True" />
    50.             </components>
    51.             <gameobjects>
    52.               <GameObject name="AI" id="0xFFFFEB76" layer="20" activeInHierarchy="False" isStatic="False" prefab="Variant">
    53.                 <Transform id="0xFFFFEB74" position="(4.1, 7.6, 5.5)" rotation="(0.0, 270.0, 0.0)" scale="(1.0, 1.0, 1.0)">
    54.                   <referenced-by component-id="0xFFFFEB70" property-name="AgentTransform">Panther -» Panther Skinny -» Internal Components -» AI -» MonoBehaviour(MalbersAnimations.Controller.AI.MAnimalAIControl)-» AgentTransform</referenced-by>
    55.                 </Transform>
    56.                 <components>
    57.                   <MonoBehaviour type="MalbersAnimations.ComponentSelector" id="0xFFFFEB72" prefab="Variant" enabled="True" isActiveAndEnabled="False" />
    58.                   <MonoBehaviour type="MalbersAnimations.Controller.AI.MAnimalAIControl" id="0xFFFFEB70" prefab="Variant" enabled="True" isActiveAndEnabled="False">
    59.                     <implements>MalbersAnimations.IAIControl</implements>
    60.                     <implements>MalbersAnimations.IAITarget</implements>
    61.                     <implements>MalbersAnimations.IAnimatorListener</implements>
    62.                     <property name="agent" type="µ.AI.NavMeshAgent" target-name="AI" target-id="0xFFFFEB6A" sp-name="Agent" sp-type="ObjectReference">AI (µ.NavMeshAgent)</property>
    63.                     <property name="animal" type="MalbersAnimations.Controller.MAnimal" target-name="Panther Skinny" target-id="0xFFFFEB84" sp-name="Animal" sp-type="ObjectReference">Panther Skinny (MalbersAnimations.Controller.MAnimal)</property>
    64.                     <property name="target" type="µ.Transform" target-name="destinationCube" target-id="0x00004364" sp-name="Target" sp-type="ObjectReference">destinationCube (µ.Transform)</property>
    65.                     <property name="AgentTransform" type="µ.Transform" target-name="AI" target-id="0xFFFFEB74" sp-name="Agent Transform" sp-type="ObjectReference">AI (µ.Transform)</property>
    66.                   </MonoBehaviour>
    67.                   <MonoBehaviour type="MalbersAnimations.Controller.AI.MAnimalBrain" id="0xFFFFEB6E" prefab="Variant" enabled="False" isActiveAndEnabled="False">
    68.                     <implements>MalbersAnimations.IAnimatorListener</implements>
    69.                     <property name="Eyes" type="µ.Transform" target-name="AI Eyes" target-id="0xFFFFEAEC" sp-name="Eyes" sp-type="ObjectReference">AI Eyes (µ.Transform)</property>
    70.                     <property name="currentState" type="MalbersAnimations.Controller.AI.MAIState" sp-name="Current State" sp-type="ObjectReference" target-id="0x0000455A">AC 01 Patrol (MalbersAnimations.Controller.AI.MAIState)</property>
    71.                   </MonoBehaviour>
    72.                   <MonoBehaviour type="MalbersAnimations.PointClick" id="0xFFFFEB6C" prefab="Variant" enabled="False" isActiveAndEnabled="False">
    73.                     <property name="pointClickData" type="MalbersAnimations.PointClickData" sp-name="Point Click Data" sp-type="ObjectReference" target-id="0x0000460C">PointClickData (MalbersAnimations.PointClickData)</property>
    74.                     <property name="PointUI" type="µ.GameObject" target-name="ClickPoint" target-id="0x0000460E" sp-name="Point UI" sp-type="ObjectReference" />
    75.                   </MonoBehaviour>
    76.                   <Behaviour type="µ.AI.NavMeshAgent" id="0xFFFFEB6A" prefab="Variant" enabled="False" isActiveAndEnabled="False">
    77.                     <referenced-by component-id="0xFFFFEB70" property-name="agent">Panther -» Panther Skinny -» Internal Components -» AI -» MonoBehaviour(MalbersAnimations.Controller.AI.MAnimalAIControl)-» agent</referenced-by>
    78.                   </Behaviour>
    79.                 </components>
    80.               </GameObject>
    81.               <GameObject name="Camera Target" id="0xFFFFEB68" layer="20" activeInHierarchy="True" isStatic="False" prefab="Variant">
    82.                 <Transform id="0xFFFFEB66" position="(4.3, 8.2, 5.5)" rotation="(0.0, 270.0, 0.0)" scale="(1.0, 1.0, 1.0)" />
    83.                 <components>
    84.                   <MonoBehaviour type="MalbersAnimations.ComponentSelector" id="0xFFFFEB64" prefab="Variant" enabled="True" isActiveAndEnabled="True" />
    85.                   <MonoBehaviour type="MalbersAnimations.Events.UnityEventRaiser" id="0xFFFFEB62" prefab="Variant" enabled="True" isActiveAndEnabled="True">
    86.                     <extends>MalbersAnimations.UnityUtils</extends>
    87.                   </MonoBehaviour>
    88.                 </components>
    89.               </GameObject>
    90.               <GameObject name="Appeareance" id="0xFFFFEB60" layer="20" activeInHierarchy="True" isStatic="False" prefab="Variant">
    91.                 <Transform id="0xFFFFEB5E" position="(4.6, 7.6, 5.5)" rotation="(0.0, 270.0, 0.0)" scale="(1.0, 1.0, 1.0)" />
    92.                 <components>
    93.                   <MonoBehaviour type="MalbersAnimations.Utilities.BlendShape" id="0xFFFFEB5C" prefab="Variant" enabled="True" isActiveAndEnabled="True">
    94.                     <property name="preset" type="MalbersAnimations.Utilities.BlendShapePreset" sp-name="Preset" sp-type="ObjectReference" target-id="0x000044B4">BS Cougar Thin (MalbersAnimations.Utilities.BlendShapePreset)</property>
    95.                     <property name="mesh" type="µ.SkinnedMeshRenderer" target-name="Cougar" target-id="0xFFFFEA4A" sp-name="Mesh" sp-type="ObjectReference">Cougar (µ.SkinnedMeshRenderer)</property>
    96.                   </MonoBehaviour>
    97.                   <MonoBehaviour type="MalbersAnimations.Utilities.MaterialChanger" id="0xFFFFEB5A" prefab="Variant" enabled="True" isActiveAndEnabled="True" />
    98.                   <MonoBehaviour type="MalbersAnimations.Utilities.ActiveMeshes" id="0xFFFFEB58" prefab="Variant" enabled="True" isActiveAndEnabled="True" />
    99.                   <MonoBehaviour type="MalbersAnimations.ComponentSelector" id="0xFFFFEB56" prefab="Variant" enabled="True" isActiveAndEnabled="True" />
    100.                   <MonoBehaviour type="MalbersAnimations.StepsManager" id="0xFFFFEB54" prefab="Variant" enabled="True" isActiveAndEnabled="True">
    101.                     <referenced-by component-id="0xFFFFEA6E" property-name="m_StepsManager">Panther -» Panther Skinny -» CG -» Pelvis -» R Thigh -» R Calf -» R HorseLink -» R Foot -» Track -» MonoBehaviour(MalbersAnimations.StepTrigger)-» m_StepsManager</referenced-by>
    102.                     <referenced-by component-id="0xFFFFEA88" property-name="m_StepsManager">Panther -» Panther Skinny -» CG -» Pelvis -» L Thigh -» L Calf -» L HorseLink -» L Foot -» Track -» MonoBehaviour(MalbersAnimations.StepTrigger)-» m_StepsManager</referenced-by>
    103.                     <referenced-by component-id="0xFFFFEAAA" property-name="m_StepsManager">Panther -» Panther Skinny -» CG -» Pelvis -» Spine -» Spine1 -» Spine2 -» R Clavicle -» R UpperArm -» R Forearm -» R Hand -» R Finger0 -» Track -» MonoBehaviour(MalbersAnimations.StepTrigger)-» m_StepsManager</referenced-by>
    104.                     <referenced-by component-id="0xFFFFEAD0" property-name="m_StepsManager">Panther -» Panther Skinny -» CG -» Pelvis -» Spine -» Spine1 -» Spine2 -» L Clavicle -» L UpperArm -» L Forearm -» L Hand -» L Finger0 -» Track -» MonoBehaviour(MalbersAnimations.StepTrigger)-» m_StepsManager</referenced-by>
    105.                     <implements>MalbersAnimations.IAnimatorListener</implements>
    106.                     <property name="Tracks" type="µ.ParticleSystem" target-name="Feline Track" target-id="0x00004562" sp-name="Tracks" sp-type="ObjectReference">Feline Track (µ.ParticleSystem)</property>
    107.                     <property name="Dust" type="µ.ParticleSystem" target-name="Dust Track" target-id="0x00004564" sp-name="Dust" sp-type="ObjectReference">Dust Track (µ.ParticleSystem)</property>
    108.                   </MonoBehaviour>
    109.                 </components>
    110.               </GameObject>
    111.               <GameObject name="Attack Trigger Front" id="0xFFFFEB52" layer="2" activeInHierarchy="True" isStatic="False" prefab="Variant">
    112.                 <Transform id="0xFFFFEB50" position="(3.6, 8.0, 5.5)" rotation="(0.0, 270.0, 0.0)" scale="(1.0, 1.0, 1.0)" />
    113.                 <components>
    114.                   <Component type="µ.BoxCollider" id="0xFFFFEB4E" prefab="Variant">
    115.                     <referenced-by component-id="0xFFFFEB4A" property-name="Trigger">Panther -» Panther Skinny -» Internal Components -» Attack Trigger Front -» MonoBehaviour(MalbersAnimations.Controller.MAttackTrigger)-» Trigger</referenced-by>
    116.                     <extends>µ.Collider</extends>
    117.                   </Component>
    118.                   <MonoBehaviour type="MalbersAnimations.ComponentSelector" id="0xFFFFEB4C" prefab="Variant" enabled="True" isActiveAndEnabled="True" />
    119.                   <MonoBehaviour type="MalbersAnimations.Controller.MAttackTrigger" id="0xFFFFEB4A" prefab="Variant" enabled="False" isActiveAndEnabled="False">
    120.                     <extends>MalbersAnimations.Controller.MDamager</extends>
    121.                     <implements>MalbersAnimations.IMDamager</implements>
    122.                     <implements>MalbersAnimations.IMLayer</implements>
    123.                     <implements>MalbersAnimations.IInteractor</implements>
    124.                     <property name="Trigger" type="µ.BoxCollider" target-name="Attack Trigger Front" target-id="0xFFFFEB4E" sp-name="Trigger" sp-type="ObjectReference">Attack Trigger Front (µ.BoxCollider)</property>
    125.                   </MonoBehaviour>
    126.                 </components>
    127.               </GameObject>
    128.               <GameObject name="Look At" id="0xFFFFEB48" layer="20" activeInHierarchy="True" isStatic="False" prefab="Variant">
    129.                 <Transform id="0xFFFFEB46" position="(4.6, 7.6, 5.5)" rotation="(0.0, 270.0, 0.0)" scale="(1.0, 1.0, 1.0)" />
    130.                 <components>
    131.                   <MonoBehaviour type="MalbersAnimations.ComponentSelector" id="0xFFFFEB44" prefab="Variant" enabled="True" isActiveAndEnabled="True" />
    132.                   <MonoBehaviour type="MalbersAnimations.Utilities.LookAt" id="0xFFFFEB42" prefab="Variant" enabled="True" isActiveAndEnabled="True">
    133.                     <implements>MalbersAnimations.Utilities.ILookAtActivation</implements>
    134.                     <implements>MalbersAnimations.IAnimatorListener</implements>
    135.                   </MonoBehaviour>
    136.                   <MonoBehaviour type="MalbersAnimations.Utilities.Aim" id="0xFFFFEB40" prefab="Variant" enabled="True" isActiveAndEnabled="True">
    137.                     <implements>MalbersAnimations.IMLayer</implements>
    138.                     <implements>MalbersAnimations.IAim</implements>
    139.                     <implements>MalbersAnimations.IAnimatorListener</implements>
    140.                     <property name="m_aimOrigin" type="µ.Transform" target-name="Head" target-id="0xFFFFEB1C" sp-name="Aim Origin" sp-type="ObjectReference">Head (µ.Transform)</property>
    141.                   </MonoBehaviour>
    142.                 </components>
    143.               </GameObject>
    144.             </gameobjects>
    145.           </GameObject>
    146.           <GameObject name="CG" id="0xFFFFEB3E" layer="20" activeInHierarchy="True" isStatic="False" prefab="Variant">
    147.             <Transform id="0xFFFFEB3C" position="(4.6, 8.3, 5.5)" rotation="(270.0, 0.0, 0.0)" scale="(1.0, 1.0, 1.0)">
    148.               <referenced-by component-id="0xFFFFEA4A" property-name="m_RootBone">Panther -» Panther Skinny -» Meshes -» Cougar -» Component(µ.SkinnedMeshRenderer)-» m_RootBone</referenced-by>
    149.             </Transform>
    150.             <gameobjects>
    151.               <GameObject name="Pelvis" id="0xFFFFEB3A" layer="20" activeInHierarchy="True" isStatic="False" prefab="Variant">
    152.                 <Transform id="0xFFFFEB38" position="(4.6, 8.3, 5.5)" rotation="(0.0, 180.0, 270.0)" scale="(1.0, 1.0, 1.0)">
    153.                   <referenced-by component-id="0xFFFFEA3E" property-name="m_RootBone">Panther -» Panther Skinny -» Meshes -» Spots -» Component(µ.SkinnedMeshRenderer)-» m_RootBone</referenced-by>
    154.                   <referenced-by component-id="0xFFFFEA44" property-name="m_RootBone">Panther -» Panther Skinny -» Meshes -» Magic -» Component(µ.SkinnedMeshRenderer)-» m_RootBone</referenced-by>
    155.                 </Transform>
    156.                 <gameobjects>
    157.                   <GameObject name="Spine" id="0xFFFFEB36" layer="20" activeInHierarchy="True" isStatic="False" prefab="Variant">
    158.                     <Transform id="0xFFFFEB34" position="(4.5, 8.3, 5.5)" rotation="(0.0, 180.0, 179.7)" scale="(1.0, 1.0, 1.0)" />
    159.                     <components>
    160.                       <Component type="µ.CapsuleCollider" id="0xFFFFEB32" prefab="Variant">
    161.                         <extends>µ.Collider</extends>
    162.                         <property name="m_Material" type="µ.PhysicMaterial" sp-name="Material" sp-type="ObjectReference" target-id="0x00004580">Flesh (µ.PhysicMaterial)</property>
    163.                       </Component>
    164.                     </components>
    165.                     <gameobjects>
    166.                       <GameObject name="Spine1" id="0xFFFFEB30" layer="20" activeInHierarchy="True" isStatic="False" prefab="Variant">
    167.                         <Transform id="0xFFFFEB2E" position="(4.3, 8.3, 5.5)" rotation="(0.0, 180.0, 179.7)" scale="(1.0, 1.0, 1.0)" />
    168.                         <components>
    169.                           <Component type="µ.CapsuleCollider" id="0xFFFFEB2C" prefab="Variant">
    170.                             <extends>µ.Collider</extends>
    171.                             <property name="m_Material" type="µ.PhysicMaterial" sp-name="Material" sp-type="ObjectReference" target-id="0x00004580">Flesh (µ.PhysicMaterial)</property>
    172.                           </Component>
    173.                         </components>
    174.                         <gameobjects>
    175.                           <GameObject name="Spine2" id="0xFFFFEB2A" layer="20" activeInHierarchy="True" isStatic="False" prefab="Variant">
    176.                             <Transform id="0xFFFFEB28" position="(4.1, 8.3, 5.5)" rotation="(0.0, 180.0, 186.1)" scale="(1.0, 1.0, 1.0)" />
    177.                             <components>
    178.                               <Component type="µ.CapsuleCollider" id="0xFFFFEB26" prefab="Variant">
    179.                                 <extends>µ.Collider</extends>
    180.                                 <property name="m_Material" type="µ.PhysicMaterial" sp-name="Material" sp-type="ObjectReference" target-id="0x00004580">Flesh (µ.PhysicMaterial)</property>
    181.                               </Component>
    182.                             </components>
    183.                             <gameobjects>
    184.                               <GameObject name="Neck" id="0xFFFFEB24" layer="20" activeInHierarchy="True" isStatic="False" prefab="Variant">
    185.                                 <Transform id="0xFFFFEB22" position="(3.9, 8.3, 5.5)" rotation="(0.0, 180.0, 188.6)" scale="(1.0, 1.0, 1.0)" />
    186.                                 <components>
    187.                                   <Component type="µ.CapsuleCollider" id="0xFFFFEB20" prefab="Variant">
    188.                                     <extends>µ.Collider</extends>
    189.                                     <property name="m_Material" type="µ.PhysicMaterial" sp-name="Material" sp-type="ObjectReference" target-id="0x00004580">Flesh (µ.PhysicMaterial)</property>
    190.                                   </Component>
    191.                                 </components>
    192.                                 <gameobjects>
    193.                                   <GameObject name="Head" id="0xFFFFEB1E" layer="20" activeInHierarchy="True" isStatic="False" prefab="Variant">
    194.                                     <Transform id="0xFFFFEB1C" position="(3.7, 8.3, 5.5)" rotation="(0.0, 180.0, 262.1)" scale="(1.1, 1.1, 1.1)">
    195.                                       <referenced-by component-id="0xFFFFEB40" property-name="m_aimOrigin">Panther -» Panther Skinny -» Internal Components -» Look At -» MonoBehaviour(MalbersAnimations.Utilities.Aim)-» m_aimOrigin</referenced-by>
    196.                                     </Transform>
    197.                                     <components>
    198.                                       <Component type="µ.CapsuleCollider" id="0xFFFFEB1A" prefab="Variant">
    199.                                         <extends>µ.Collider</extends>
    200.                                         <property name="m_Material" type="µ.PhysicMaterial" sp-name="Material" sp-type="ObjectReference" target-id="0x00004580">Flesh (µ.PhysicMaterial)</property>
    201.                                       </Component>
    202.                                       <Component type="µ.CapsuleCollider" id="0xFFFFEB18" prefab="Variant">
    203.                                         <extends>µ.Collider</extends>
    204.                                         <property name="m_Material" type="µ.PhysicMaterial" sp-name="Material" sp-type="ObjectReference" target-id="0x00004580">Flesh (µ.PhysicMaterial)</property>
    205.                                       </Component>
    206.                                     </components>
    207.                                     <gameobjects>
    208.                                       <GameObject name="AttackTrigger Mouth" id="0xFFFFEB16" layer="2" activeInHierarchy="True" isStatic="False" prefab="Variant">
    209.                                         <Transform id="0xFFFFEB14" position="(3.2, 8.0, 5.5)" rotation="(0.0, 180.0, 262.1)" scale="(1.0, 1.0, 1.0)" />
    210.                                         <components>
    211.                                           <Component type="µ.SphereCollider" id="0xFFFFEB12" prefab="Variant">
    212.                                             <referenced-by component-id="0xFFFFEB10" property-name="Trigger">Panther -» Panther Skinny -» CG -» Pelvis -» Spine -» Spine1 -» Spine2 -» Neck -» Head -» AttackTrigger Mouth -» MonoBehaviour(MalbersAnimations.Controller.MAttackTrigger)-» Trigger</referenced-by>
    213.                                             <extends>µ.Collider</extends>
    214.                                           </Component>
    215.                                           <MonoBehaviour type="MalbersAnimations.Controller.MAttackTrigger" id="0xFFFFEB10" prefab="Variant" enabled="False" isActiveAndEnabled="False">
    216.                                             <extends>MalbersAnimations.Controller.MDamager</extends>
    217.                                             <implements>MalbersAnimations.IMDamager</implements>
    218.                                             <implements>MalbersAnimations.IMLayer</implements>
    219.                                             <implements>MalbersAnimations.IInteractor</implements>
    220.                                             <property name="Trigger" type="µ.SphereCollider" target-name="AttackTrigger Mouth" target-id="0xFFFFEB12" sp-name="Trigger" sp-type="ObjectReference">AttackTrigger Mouth (µ.SphereCollider)</property>
    221.                                           </MonoBehaviour>
    222.                                         </components>
    223.                                       </GameObject>
    224.                                       <GameObject name="Jaw" id="0xFFFFEB0E" layer="20" activeInHierarchy="True" isStatic="False" prefab="Variant">
    225.                                         <Transform id="0xFFFFEB0C" position="(3.6, 8.2, 5.5)" rotation="(0.0, 180.0, 147.8)" scale="(1.0, 1.0, 1.0)" />
    226.                                         <gameobjects>
    227.                                           <GameObject name="Tongue" id="0xFFFFEB0A" layer="20" activeInHierarchy="True" isStatic="False" prefab="Variant">
    228.                                             <Transform id="0xFFFFEB08" position="(3.6, 8.2, 5.5)" rotation="(0.0, 180.0, 147.9)" scale="(1.0, 1.0, 1.0)" />
    229.                                           </GameObject>
    230.                                         </gameobjects>
    231.                                       </GameObject>
    232.                                       <GameObject name="Ear L" id="0xFFFFEB06" layer="20" activeInHierarchy="True" isStatic="False" prefab="Variant">
    233.                                         <Transform id="0xFFFFEB04" position="(3.6, 8.4, 5.4)" rotation="(22.9, 257.9, 319.5)" scale="(1.2, 1.3, 1.0)" />
    234.                                       </GameObject>
    235.                                       <GameObject name="Ear R" id="0xFFFFEB02" layer="20" activeInHierarchy="True" isStatic="False" prefab="Variant">
    236.                                         <Transform id="0xFFFFEB00" position="(3.6, 8.4, 5.6)" rotation="(337.1, 102.1, 319.5)" scale="(1.2, 1.3, 1.0)" />
    237.                                       </GameObject>
    238.                                       <GameObject name="Eye L" id="0xFFFFEAFE" layer="20" activeInHierarchy="True" isStatic="False" prefab="Variant">
    239.                                         <Transform id="0xFFFFEAFC" position="(3.5, 8.3, 5.4)" rotation="(15.5, 247.7, 338.2)" scale="(1.0, 1.0, 1.0)" />
    240.                                       </GameObject>
    241.                                       <GameObject name="Eye R" id="0xFFFFEAFA" layer="20" activeInHierarchy="True" isStatic="False" prefab="Variant">
    242.                                         <Transform id="0xFFFFEAF8" position="(3.5, 8.3, 5.6)" rotation="(344.5, 112.3, 338.8)" scale="(1.0, 1.0, 1.0)" />
    243.                                       </GameObject>
    244.                                       <GameObject name="Cheek L" id="0xFFFFEAF6" layer="20" activeInHierarchy="True" isStatic="False" prefab="Variant">
    245.                                         <Transform id="0xFFFFEAF4" position="(3.5, 8.2, 5.5)" rotation="(63.7, 70.7, 155.6)" scale="(1.0, 1.0, 1.0)" />
    246.                                       </GameObject>
    247.                                       <GameObject name="Cheek R" id="0xFFFFEAF2" layer="20" activeInHierarchy="True" isStatic="False" prefab="Variant">
    248.                                         <Transform id="0xFFFFEAF0" position="(3.5, 8.2, 5.5)" rotation="(296.3, 289.3, 155.6)" scale="(1.0, 1.0, 1.0)" />
    249.                                       </GameObject>
    250.                                       <GameObject name="AI Eyes" id="0xFFFFEAEE" layer="20" activeInHierarchy="True" isStatic="False" prefab="Variant">
    251.                                         <Transform id="0xFFFFEAEC" position="(3.3, 8.3, 5.5)" rotation="(0.0, 270.0, 0.0)" scale="(1.0, 1.0, 1.0)">
    252.                                           <referenced-by component-id="0xFFFFEB6E" property-name="Eyes">Panther -» Panther Skinny -» Internal Components -» AI -» MonoBehaviour(MalbersAnimations.Controller.AI.MAnimalBrain)-» Eyes</referenced-by>
    253.                                         </Transform>
    254.                                       </GameObject>
    255.                                     </gameobjects>
    256.                                   </GameObject>
    257.                                 </gameobjects>
    258.                               </GameObject>
    259.                               <GameObject name="L Clavicle" id="0xFFFFEAEA" layer="20" activeInHierarchy="True" isStatic="False" prefab="Variant">
    260.                                 <Transform id="0xFFFFEAE8" position="(4.0, 8.2, 5.5)" rotation="(353.7, 268.5, 356.7)" scale="(1.0, 1.0, 1.0)" />
    261.                                 <gameobjects>
    262.                                   <GameObject name="L UpperArm" id="0xFFFFEAE6" layer="20" activeInHierarchy="True" isStatic="False" prefab="Variant">
    263.                                     <Transform id="0xFFFFEAE4" position="(4.0, 8.2, 5.4)" rotation="(360.0, 180.7, 75.0)" scale="(1.0, 1.0, 1.0)" />
    264.                                     <gameobjects>
    265.                                       <GameObject name="L Forearm" id="0xFFFFEAE2" layer="20" activeInHierarchy="True" isStatic="False" prefab="Variant">
    266.                                         <Transform id="0xFFFFEAE0" position="(4.0, 7.9, 5.4)" rotation="(360.0, 180.7, 105.8)" scale="(1.0, 1.0, 1.0)" />
    267.                                         <gameobjects>
    268.                                           <GameObject name="L Hand" id="0xFFFFEADE" layer="20" activeInHierarchy="True" isStatic="False" prefab="Variant">
    269.                                             <Transform id="0xFFFFEADC" position="(4.0, 7.8, 5.4)" rotation="(0.0, 176.7, 90.0)" scale="(1.0, 1.0, 1.0)" />
    270.                                             <gameobjects>
    271.                                               <GameObject name="L Finger0" id="0xFFFFEADA" layer="20" activeInHierarchy="True" isStatic="False" prefab="Variant">
    272.                                                 <Transform id="0xFFFFEAD8" position="(4.0, 7.7, 5.3)" rotation="(0.0, 180.0, 177.7)" scale="(1.3, 1.3, 1.3)" />
    273.                                                 <gameobjects>
    274.                                                   <GameObject name="Track" id="0xFFFFEAD6" layer="1" activeInHierarchy="True" isStatic="False" prefab="Variant">
    275.                                                     <Transform id="0xFFFFEAD4" position="(3.9, 7.7, 5.3)" rotation="(2.3, 270.0, 0.0)" scale="(1.0, 1.0, 1.0)" />
    276.                                                     <components>
    277.                                                       <Component type="µ.SphereCollider" id="0xFFFFEAD2" prefab="Variant">
    278.                                                         <referenced-by component-id="0xFFFFEAD0" property-name="m_Trigger">Panther -» Panther Skinny -» CG -» Pelvis -» Spine -» Spine1 -» Spine2 -» L Clavicle -» L UpperArm -» L Forearm -» L Hand -» L Finger0 -» Track -» MonoBehaviour(MalbersAnimations.StepTrigger)-» m_Trigger</referenced-by>
    279.                                                         <extends>µ.Collider</extends>
    280.                                                       </Component>
    281.                                                       <MonoBehaviour type="MalbersAnimations.StepTrigger" id="0xFFFFEAD0" prefab="Variant" enabled="True" isActiveAndEnabled="True">
    282.                                                         <property name="m_StepsManager" type="MalbersAnimations.StepsManager" target-name="Appeareance" target-id="0xFFFFEB54" sp-name="Steps Manager" sp-type="ObjectReference">Appeareance (MalbersAnimations.StepsManager)</property>
    283.                                                         <property name="m_Trigger" type="µ.SphereCollider" target-name="Track" target-id="0xFFFFEAD2" sp-name="Trigger" sp-type="ObjectReference">Track (µ.SphereCollider)</property>
    284.                                                       </MonoBehaviour>
    285.                                                       <MonoBehaviour type="MalbersAnimations.GizmoVisualizer" id="0xFFFFEACE" prefab="Variant" enabled="True" isActiveAndEnabled="True" />
    286.                                                     </components>
    287.                                                   </GameObject>
    288.                                                   <GameObject name="AttackTrigger Front Left Paw" id="0xFFFFEACC" layer="2" activeInHierarchy="True" isStatic="False" prefab="Variant">
    289.                                                     <Transform id="0xFFFFEACA" position="(3.7, 7.4, 5.3)" rotation="(0.0, 180.0, 177.7)" scale="(1.0, 1.0, 1.0)" />
    290.                                                     <components>
    291.                                                       <Component type="µ.SphereCollider" id="0xFFFFEAC8" prefab="Variant">
    292.                                                         <referenced-by component-id="0xFFFFEAC6" property-name="Trigger">Panther -» Panther Skinny -» CG -» Pelvis -» Spine -» Spine1 -» Spine2 -» L Clavicle -» L UpperArm -» L Forearm -» L Hand -» L Finger0 -» AttackTrigger Front Left Paw -» MonoBehaviour(MalbersAnimations.Controller.MAttackTrigger)-» Trigger</referenced-by>
    293.                                                         <extends>µ.Collider</extends>
    294.                                                       </Component>
    295.                                                       <MonoBehaviour type="MalbersAnimations.Controller.MAttackTrigger" id="0xFFFFEAC6" prefab="Variant" enabled="False" isActiveAndEnabled="False">
    296.                                                         <extends>MalbersAnimations.Controller.MDamager</extends>
    297.                                                         <implements>MalbersAnimations.IMDamager</implements>
    298.                                                         <implements>MalbersAnimations.IMLayer</implements>
    299.                                                         <implements>MalbersAnimations.IInteractor</implements>
    300.                                                         <property name="Trigger" type="µ.SphereCollider" target-name="AttackTrigger Front Left Paw" target-id="0xFFFFEAC8" sp-name="Trigger" sp-type="ObjectReference">AttackTrigger Front Left Paw (µ.SphereCollider)</property>
    301.                                                       </MonoBehaviour>
    302.                                                     </components>
    303.                                                   </GameObject>
    304.                                                 </gameobjects>
    305.                                               </GameObject>
    306.                                             </gameobjects>
    307.                                           </GameObject>
    308.                                         </gameobjects>
    309.                                       </GameObject>
    310.                                     </gameobjects>
    311.                                   </GameObject>
    312.                                 </gameobjects>
    313.                               </GameObject>
    314.                               <GameObject name="R Clavicle" id="0xFFFFEAC4" layer="20" activeInHierarchy="True" isStatic="False" prefab="Variant">
    315.                                 <Transform id="0xFFFFEAC2" position="(4.0, 8.2, 5.5)" rotation="(6.3, 91.5, 356.7)" scale="(1.0, 1.0, 1.0)" />
    316.                                 <gameobjects>
    317.                                   <GameObject name="R UpperArm" id="0xFFFFEAC0" layer="20" activeInHierarchy="True" isStatic="False" prefab="Variant">
    318.                                     <Transform id="0xFFFFEABE" position="(4.0, 8.2, 5.6)" rotation="(0.0, 179.3, 75.0)" scale="(1.0, 1.0, 1.0)" />
    319.                                     <gameobjects>
    320.                                       <GameObject name="R Forearm" id="0xFFFFEABC" layer="20" activeInHierarchy="True" isStatic="False" prefab="Variant">
    321.                                         <Transform id="0xFFFFEABA" position="(4.0, 7.9, 5.6)" rotation="(0.0, 179.3, 105.8)" scale="(1.0, 1.0, 1.0)" />
    322.                                         <gameobjects>
    323.                                           <GameObject name="R Hand" id="0xFFFFEAB8" layer="20" activeInHierarchy="True" isStatic="False" prefab="Variant">
    324.                                             <Transform id="0xFFFFEAB6" position="(4.0, 7.8, 5.6)" rotation="(0.0, 183.3, 90.0)" scale="(1.0, 1.0, 1.0)" />
    325.                                             <gameobjects>
    326.                                               <GameObject name="R Finger0" id="0xFFFFEAB4" layer="20" activeInHierarchy="True" isStatic="False" prefab="Variant">
    327.                                                 <Transform id="0xFFFFEAB2" position="(4.0, 7.7, 5.7)" rotation="(0.0, 180.0, 177.7)" scale="(1.3, 1.3, 1.3)" />
    328.                                                 <gameobjects>
    329.                                                   <GameObject name="Track" id="0xFFFFEAB0" layer="1" activeInHierarchy="True" isStatic="False" prefab="Variant">
    330.                                                     <Transform id="0xFFFFEAAE" position="(3.9, 7.7, 5.7)" rotation="(2.3, 270.0, 0.0)" scale="(1.0, 1.0, 1.0)" />
    331.                                                     <components>
    332.                                                       <Component type="µ.SphereCollider" id="0xFFFFEAAC" prefab="Variant">
    333.                                                         <referenced-by component-id="0xFFFFEAAA" property-name="m_Trigger">Panther -» Panther Skinny -» CG -» Pelvis -» Spine -» Spine1 -» Spine2 -» R Clavicle -» R UpperArm -» R Forearm -» R Hand -» R Finger0 -» Track -» MonoBehaviour(MalbersAnimations.StepTrigger)-» m_Trigger</referenced-by>
    334.                                                         <extends>µ.Collider</extends>
    335.                                                       </Component>
    336.                                                       <MonoBehaviour type="MalbersAnimations.StepTrigger" id="0xFFFFEAAA" prefab="Variant" enabled="True" isActiveAndEnabled="True">
    337.                                                         <property name="m_StepsManager" type="MalbersAnimations.StepsManager" target-name="Appeareance" target-id="0xFFFFEB54" sp-name="Steps Manager" sp-type="ObjectReference">Appeareance (MalbersAnimations.StepsManager)</property>
    338.                                                         <property name="m_Trigger" type="µ.SphereCollider" target-name="Track" target-id="0xFFFFEAAC" sp-name="Trigger" sp-type="ObjectReference">Track (µ.SphereCollider)</property>
    339.                                                       </MonoBehaviour>
    340.                                                       <MonoBehaviour type="MalbersAnimations.GizmoVisualizer" id="0xFFFFEAA8" prefab="Variant" enabled="True" isActiveAndEnabled="True" />
    341.                                                     </components>
    342.                                                   </GameObject>
    343.                                                   <GameObject name="AttackTrigger Front Right Paw" id="0xFFFFEAA6" layer="2" activeInHierarchy="True" isStatic="False" prefab="Variant">
    344.                                                     <Transform id="0xFFFFEAA4" position="(3.8, 7.4, 5.7)" rotation="(360.0, 180.0, 177.7)" scale="(1.0, 1.0, 1.0)" />
    345.                                                     <components>
    346.                                                       <Component type="µ.SphereCollider" id="0xFFFFEAA2" prefab="Variant">
    347.                                                         <referenced-by component-id="0xFFFFEAA0" property-name="Trigger">Panther -» Panther Skinny -» CG -» Pelvis -» Spine -» Spine1 -» Spine2 -» R Clavicle -» R UpperArm -» R Forearm -» R Hand -» R Finger0 -» AttackTrigger Front Right Paw -» MonoBehaviour(MalbersAnimations.Controller.MAttackTrigger)-» Trigger</referenced-by>
    348.                                                         <extends>µ.Collider</extends>
    349.                                                       </Component>
    350.                                                       <MonoBehaviour type="MalbersAnimations.Controller.MAttackTrigger" id="0xFFFFEAA0" prefab="Variant" enabled="False" isActiveAndEnabled="False">
    351.                                                         <extends>MalbersAnimations.Controller.MDamager</extends>
    352.                                                         <implements>MalbersAnimations.IMDamager</implements>
    353.                                                         <implements>MalbersAnimations.IMLayer</implements>
    354.                                                         <implements>MalbersAnimations.IInteractor</implements>
    355.                                                         <property name="Trigger" type="µ.SphereCollider" target-name="AttackTrigger Front Right Paw" target-id="0xFFFFEAA2" sp-name="Trigger" sp-type="ObjectReference">AttackTrigger Front Right Paw (µ.SphereCollider)</property>
    356.                                                       </MonoBehaviour>
    357.                                                     </components>
    358.                                                   </GameObject>
    359.                                                 </gameobjects>
    360.                                               </GameObject>
    361.                                             </gameobjects>
    362.                                           </GameObject>
    363.                                         </gameobjects>
    364.                                       </GameObject>
    365.                                     </gameobjects>
    366.                                   </GameObject>
    367.                                 </gameobjects>
    368.                               </GameObject>
    369.                             </gameobjects>
    370.                           </GameObject>
    371.                         </gameobjects>
    372.                       </GameObject>
    373.                     </gameobjects>
    374.                   </GameObject>
    375.                   <GameObject name="L Thigh" id="0xFFFFEA9E" layer="20" activeInHierarchy="True" isStatic="False" prefab="Variant">
    376.                     <Transform id="0xFFFFEA9C" position="(4.6, 8.3, 5.4)" rotation="(1.1, 10.4, 100.1)" scale="(1.0, 1.0, 1.0)" />
    377.                     <gameobjects>
    378.                       <GameObject name="L Calf" id="0xFFFFEA9A" layer="20" activeInHierarchy="True" isStatic="False" prefab="Variant">
    379.                         <Transform id="0xFFFFEA98" position="(4.6, 8.0, 5.4)" rotation="(1.1, 10.4, 133.7)" scale="(1.0, 1.0, 1.0)" />
    380.                         <gameobjects>
    381.                           <GameObject name="L HorseLink" id="0xFFFFEA96" layer="20" activeInHierarchy="True" isStatic="False" prefab="Variant">
    382.                             <Transform id="0xFFFFEA94" position="(4.8, 7.9, 5.4)" rotation="(1.1, 10.4, 80.9)" scale="(1.0, 1.0, 1.0)" />
    383.                             <gameobjects>
    384.                               <GameObject name="L Foot" id="0xFFFFEA92" layer="20" activeInHierarchy="True" isStatic="False" prefab="Variant">
    385.                                 <Transform id="0xFFFFEA90" position="(4.7, 7.7, 5.4)" rotation="(0.0, 354.4, 90.0)" scale="(1.2, 1.2, 1.2)" />
    386.                                 <gameobjects>
    387.                                   <GameObject name="Track" id="0xFFFFEA8E" layer="1" activeInHierarchy="True" isStatic="False" prefab="Variant">
    388.                                     <Transform id="0xFFFFEA8C" position="(4.7, 7.6, 5.3)" rotation="(0.0, 264.4, 0.0)" scale="(1.0, 1.0, 1.0)" />
    389.                                     <components>
    390.                                       <Component type="µ.SphereCollider" id="0xFFFFEA8A" prefab="Variant">
    391.                                         <referenced-by component-id="0xFFFFEA88" property-name="m_Trigger">Panther -» Panther Skinny -» CG -» Pelvis -» L Thigh -» L Calf -» L HorseLink -» L Foot -» Track -» MonoBehaviour(MalbersAnimations.StepTrigger)-» m_Trigger</referenced-by>
    392.                                         <extends>µ.Collider</extends>
    393.                                       </Component>
    394.                                       <MonoBehaviour type="MalbersAnimations.StepTrigger" id="0xFFFFEA88" prefab="Variant" enabled="True" isActiveAndEnabled="True">
    395.                                         <property name="m_StepsManager" type="MalbersAnimations.StepsManager" target-name="Appeareance" target-id="0xFFFFEB54" sp-name="Steps Manager" sp-type="ObjectReference">Appeareance (MalbersAnimations.StepsManager)</property>
    396.                                         <property name="m_Trigger" type="µ.SphereCollider" target-name="Track" target-id="0xFFFFEA8A" sp-name="Trigger" sp-type="ObjectReference">Track (µ.SphereCollider)</property>
    397.                                       </MonoBehaviour>
    398.                                       <MonoBehaviour type="MalbersAnimations.GizmoVisualizer" id="0xFFFFEA86" prefab="Variant" enabled="True" isActiveAndEnabled="True" />
    399.                                     </components>
    400.                                   </GameObject>
    401.                                 </gameobjects>
    402.                               </GameObject>
    403.                             </gameobjects>
    404.                           </GameObject>
    405.                         </gameobjects>
    406.                       </GameObject>
    407.                     </gameobjects>
    408.                   </GameObject>
    409.                   <GameObject name="R Thigh" id="0xFFFFEA84" layer="20" activeInHierarchy="True" isStatic="False" prefab="Variant">
    410.                     <Transform id="0xFFFFEA82" position="(4.6, 8.3, 5.6)" rotation="(358.9, 349.6, 100.1)" scale="(1.0, 1.0, 1.0)" />
    411.                     <gameobjects>
    412.                       <GameObject name="R Calf" id="0xFFFFEA80" layer="20" activeInHierarchy="True" isStatic="False" prefab="Variant">
    413.                         <Transform id="0xFFFFEA7E" position="(4.6, 8.0, 5.6)" rotation="(358.9, 349.6, 133.7)" scale="(1.0, 1.0, 1.0)" />
    414.                         <gameobjects>
    415.                           <GameObject name="R HorseLink" id="0xFFFFEA7C" layer="20" activeInHierarchy="True" isStatic="False" prefab="Variant">
    416.                             <Transform id="0xFFFFEA7A" position="(4.8, 7.9, 5.6)" rotation="(358.9, 349.6, 80.9)" scale="(1.0, 1.0, 1.0)" />
    417.                             <gameobjects>
    418.                               <GameObject name="R Foot" id="0xFFFFEA78" layer="20" activeInHierarchy="True" isStatic="False" prefab="Variant">
    419.                                 <Transform id="0xFFFFEA76" position="(4.7, 7.7, 5.6)" rotation="(0.0, 5.6, 90.0)" scale="(1.2, 1.2, 1.2)" />
    420.                                 <gameobjects>
    421.                                   <GameObject name="Track" id="0xFFFFEA74" layer="1" activeInHierarchy="True" isStatic="False" prefab="Variant">
    422.                                     <Transform id="0xFFFFEA72" position="(4.7, 7.6, 5.7)" rotation="(0.0, 275.6, 0.0)" scale="(1.0, 1.0, 1.0)" />
    423.                                     <components>
    424.                                       <Component type="µ.SphereCollider" id="0xFFFFEA70" prefab="Variant">
    425.                                         <referenced-by component-id="0xFFFFEA6E" property-name="m_Trigger">Panther -» Panther Skinny -» CG -» Pelvis -» R Thigh -» R Calf -» R HorseLink -» R Foot -» Track -» MonoBehaviour(MalbersAnimations.StepTrigger)-» m_Trigger</referenced-by>
    426.                                         <extends>µ.Collider</extends>
    427.                                       </Component>
    428.                                       <MonoBehaviour type="MalbersAnimations.StepTrigger" id="0xFFFFEA6E" prefab="Variant" enabled="True" isActiveAndEnabled="True">
    429.                                         <property name="m_StepsManager" type="MalbersAnimations.StepsManager" target-name="Appeareance" target-id="0xFFFFEB54" sp-name="Steps Manager" sp-type="ObjectReference">Appeareance (MalbersAnimations.StepsManager)</property>
    430.                                         <property name="m_Trigger" type="µ.SphereCollider" target-name="Track" target-id="0xFFFFEA70" sp-name="Trigger" sp-type="ObjectReference">Track (µ.SphereCollider)</property>
    431.                                       </MonoBehaviour>
    432.                                       <MonoBehaviour type="MalbersAnimations.GizmoVisualizer" id="0xFFFFEA6C" prefab="Variant" enabled="True" isActiveAndEnabled="True" />
    433.                                     </components>
    434.                                   </GameObject>
    435.                                 </gameobjects>
    436.                               </GameObject>
    437.                             </gameobjects>
    438.                           </GameObject>
    439.                         </gameobjects>
    440.                       </GameObject>
    441.                     </gameobjects>
    442.                   </GameObject>
    443.                   <GameObject name="Tail" id="0xFFFFEA6A" layer="20" activeInHierarchy="True" isStatic="False" prefab="Variant">
    444.                     <Transform id="0xFFFFEA68" position="(4.7, 8.3, 5.5)" rotation="(0.0, 180.0, 34.7)" scale="(0.9, 0.9, 0.9)" />
    445.                     <gameobjects>
    446.                       <GameObject name="Tail1" id="0xFFFFEA66" layer="20" activeInHierarchy="True" isStatic="False" prefab="Variant">
    447.                         <Transform id="0xFFFFEA64" position="(4.8, 8.3, 5.5)" rotation="(0.0, 180.0, 58.5)" scale="(1.0, 1.0, 1.0)" />
    448.                         <gameobjects>
    449.                           <GameObject name="Tail2" id="0xFFFFEA62" layer="20" activeInHierarchy="True" isStatic="False" prefab="Variant">
    450.                             <Transform id="0xFFFFEA60" position="(4.8, 8.2, 5.5)" rotation="(0.0, 180.0, 47.6)" scale="(1.0, 1.0, 1.0)" />
    451.                             <gameobjects>
    452.                               <GameObject name="Tail3" id="0xFFFFEA5E" layer="20" activeInHierarchy="True" isStatic="False" prefab="Variant">
    453.                                 <Transform id="0xFFFFEA5C" position="(5.0, 8.1, 5.5)" rotation="(0.0, 180.0, 26.8)" scale="(1.0, 1.0, 1.0)" />
    454.                                 <gameobjects>
    455.                                   <GameObject name="Tail4" id="0xFFFFEA5A" layer="20" activeInHierarchy="True" isStatic="False" prefab="Variant">
    456.                                     <Transform id="0xFFFFEA58" position="(5.1, 8.0, 5.5)" rotation="(0.0, 180.0, 355.4)" scale="(1.0, 1.0, 1.0)" />
    457.                                     <gameobjects>
    458.                                       <GameObject name="Tail5" id="0xFFFFEA56" layer="20" activeInHierarchy="True" isStatic="False" prefab="Variant">
    459.                                         <Transform id="0xFFFFEA54" position="(5.2, 8.0, 5.5)" rotation="(0.0, 180.0, 335.4)" scale="(1.0, 1.0, 1.0)" />
    460.                                       </GameObject>
    461.                                     </gameobjects>
    462.                                   </GameObject>
    463.                                 </gameobjects>
    464.                               </GameObject>
    465.                             </gameobjects>
    466.                           </GameObject>
    467.                         </gameobjects>
    468.                       </GameObject>
    469.                     </gameobjects>
    470.                   </GameObject>
    471.                 </gameobjects>
    472.               </GameObject>
    473.             </gameobjects>
    474.           </GameObject>
    475.           <GameObject name="Meshes" id="0xFFFFEA52" layer="20" activeInHierarchy="True" isStatic="False" prefab="Variant">
    476.             <Transform id="0xFFFFEA50" position="(4.6, 7.6, 5.5)" rotation="(0.0, 270.0, 0.0)" scale="(1.0, 1.0, 1.0)" />
    477.             <gameobjects>
    478.               <GameObject name="Cougar" id="0xFFFFEA4E" layer="20" activeInHierarchy="True" isStatic="False" prefab="Variant">
    479.                 <Transform id="0xFFFFEA4C" position="(4.6, 7.6, 5.5)" rotation="(270.0, 270.0, 0.0)" scale="(1.0, 1.0, 1.0)" />
    480.                 <components>
    481.                   <Component type="µ.SkinnedMeshRenderer" id="0xFFFFEA4A" prefab="Variant">
    482.                     <referenced-by component-id="0xFFFFEB5C" property-name="mesh">Panther -» Panther Skinny -» Internal Components -» Appeareance -» MonoBehaviour(MalbersAnimations.Utilities.BlendShape)-» mesh</referenced-by>
    483.                     <extends>µ.Renderer</extends>
    484.                     <property name="m_Mesh" type="µ.Mesh" sp-name="Mesh" sp-type="ObjectReference" target-id="0x000045C0">Cougar (µ.Mesh)</property>
    485.                     <property name="m_RootBone" type="µ.Transform" target-name="CG" target-id="0xFFFFEB3C" sp-name="Root Bone" sp-type="ObjectReference">CG (µ.Transform)</property>
    486.                   </Component>
    487.                 </components>
    488.               </GameObject>
    489.               <GameObject name="Magic" id="0xFFFFEA48" layer="20" activeInHierarchy="False" isStatic="False" prefab="Variant">
    490.                 <Transform id="0xFFFFEA46" position="(4.6, 7.6, 5.5)" rotation="(270.0, 270.0, 0.0)" scale="(1.0, 1.0, 1.0)" />
    491.                 <components>
    492.                   <Component type="µ.SkinnedMeshRenderer" id="0xFFFFEA44" prefab="Variant">
    493.                     <extends>µ.Renderer</extends>
    494.                     <property name="m_Mesh" type="µ.Mesh" sp-name="Mesh" sp-type="ObjectReference" target-id="0x00004584">Magic (µ.Mesh)</property>
    495.                     <property name="m_RootBone" type="µ.Transform" target-name="Pelvis" target-id="0xFFFFEB38" sp-name="Root Bone" sp-type="ObjectReference">Pelvis (µ.Transform)</property>
    496.                   </Component>
    497.                 </components>
    498.               </GameObject>
    499.               <GameObject name="Spots" id="0xFFFFEA42" layer="20" activeInHierarchy="False" isStatic="False" prefab="Variant">
    500.                 <Transform id="0xFFFFEA40" position="(4.6, 7.6, 5.5)" rotation="(270.0, 270.0, 0.0)" scale="(1.0, 1.0, 1.0)" />
    501.                 <components>
    502.                   <Component type="µ.SkinnedMeshRenderer" id="0xFFFFEA3E" prefab="Variant">
    503.                     <extends>µ.Renderer</extends>
    504.                     <property name="m_Mesh" type="µ.Mesh" sp-name="Mesh" sp-type="ObjectReference" target-id="0x000045BC">Spots (µ.Mesh)</property>
    505.                     <property name="m_RootBone" type="µ.Transform" target-name="Pelvis" target-id="0xFFFFEB38" sp-name="Root Bone" sp-type="ObjectReference">Pelvis (µ.Transform)</property>
    506.                   </Component>
    507.                 </components>
    508.               </GameObject>
    509.             </gameobjects>
    510.           </GameObject>
    511.         </gameobjects>
    512.       </GameObject>
    513.     </gameobjects>
    514.   </GameObject>
    515.  
     
    Last edited: Dec 30, 2021
  20. protopop

    protopop

    Joined:
    May 19, 2009
    Posts:
    1,549
    I really like the Unka Toon dragon - thank you for making it.

    i am trying to reduce tte size of the fbx in the build.

    Is there a way to remove all the blend shapes and keep only the blink blendshape? Or if I disable blendshape import to remove all of them, is there a way to still make Unka blink?
     
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  21. daspete01

    daspete01

    Joined:
    Aug 19, 2015
    Posts:
    14
    Hi there, first... these are really nice animals :) thank you for your work :)

    I just ran into an issue with the AI controller on a very large terrain (which is generated by MapMagic 2)
    The Navmesh is working fine... when i place a standard navmesh agent on the same place as the wolf, it goes straight to the target point, which is nearly 6000 units away, but when i set this target to the wolf programmatically with:

    aiController.SetTarget(targetObject);

    and the aiController is:
    public MAnimalAIControl aiController;

    the wolf behaves like in the video below.... what can i tweak to make this work? :)


     
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  22. Malbers

    Malbers

    Joined:
    Aug 7, 2015
    Posts:
    2,558
    Finally I fixed that bug...it was a tricky one..

    I'm preparing an update for tonight

    I'm making an example on the Sanbox Utility Demo..
    But for that you can use the Method:
    animal.Speed_Change_Lock(bool lockSpeed)
     
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  23. jskubick

    jskubick

    Joined:
    Oct 7, 2018
    Posts:
    11
    OK, I found the problem... it didn't like the fact that I got lazy and just created a plane for the ground (so it lacked a NavMesh).
     
    Last edited: Dec 31, 2021
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  24. id0

    id0

    Joined:
    Nov 23, 2012
    Posts:
    455
    I mean, if you have long horizontal jump it calculate longer (or something), and despire of height you can die jumping not from very height position.

    This is great, I'll check it out) But I have another question. I have a 2.5D, so I don't need vertical walking. I can disable it, of course, but then character can't climb on walls. How can I climb on UpDown input? I need vertical input for look up, and crouch, but now it's a mess.
     
    Last edited: Dec 31, 2021
  25. ChickenHero

    ChickenHero

    Joined:
    Jul 18, 2016
    Posts:
    79
    "1 --PlayGround Human" Demo seems to be strange.
    I have created a new project with only AC 1.3c imported.
    When I move the Character in the "1 --PlayGround Human" Demo and move it again after all the FootSteps have disappeared, the FootSteps are not created.
    I tried the same with the "1 --PlayGround Wolf Lite" Demo, but the FootStep is created successfully.

    - edit -
    The human track particle system stop action has been set to destroy.
     
    Last edited: Dec 31, 2021
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  26. ChickenHero

    ChickenHero

    Joined:
    Jul 18, 2016
    Posts:
    79
    I am creating a human AI by copying Wolf Lite AI Enemy.
    AnimatorController also copied Wolf Lite Animal and changed Idles, Locomotion, and Attaches to human motion.

    Testing Wolf Lite AI Enemy in your own scene will successfully attack and track.
    However, when the human AI approaches the player and launches an attack, it will continue to attack even if it is far from the player.
    Do you know what to check?
     
  27. Malbers

    Malbers

    Joined:
    Aug 7, 2015
    Posts:
    2,558
    Awesome!
    You need to check the Near option:
    upload_2022-1-3_11-46-57.png
     
  28. Malbers

    Malbers

    Joined:
    Aug 7, 2015
    Posts:
    2,558
    Thanks for reporting this!!
    I've changed fix the stop action on my side :)
     
  29. Malbers

    Malbers

    Joined:
    Aug 7, 2015
    Posts:
    2,558
    I've tested with Steve and the values are actually not changing that much when falling near or fall from the last heigh point:
     
  30. Malbers

    Malbers

    Joined:
    Aug 7, 2015
    Posts:
    2,558
    Ohh this is good catch..
    Indeed, if you disable the vertical input for the 2.5 Mode, the climb wont work..
    I'll add an option to change the Input option for the Climb so you can choose what Axis to use on Up and down...
    Meanwhile this is done in this line of code:
    upload_2022-1-3_12-1-48.png
    instead of using the Vertical Smooth, you need to use the UpDownSmooth.

    and on the Animator Climb BlendTree, change the Vertical for the UpDown Anim Parameter
     
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  31. ChickenHero

    ChickenHero

    Joined:
    Jul 18, 2016
    Posts:
    79
    AIState used the same one as Wolf Lite Animal, and Near was also turned on.

    -- Edit --
    I was able to make HumanAI work well.
    I just didn't notice that the animation settings etc. are different between HumanBase and Wolf Lite AI Enemy.
     
    Last edited: Jan 8, 2022
  32. id0

    id0

    Joined:
    Nov 23, 2012
    Posts:
    455
    Climbing the ledge works a little better now, but you should have written about AllowExitBehaviour. I broke my head trying to figure out what I was doing wrong in my controller)

    Still, I understand the asset not exactly about platforming, but... there is a climb, the ladder system coming, what about a ledges? Not wall climb but these kind of legdes:

    ledge.jpg
     
    Last edited: Jan 7, 2022
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  33. Malbers

    Malbers

    Joined:
    Aug 7, 2015
    Posts:
    2,558
    Yes, I completely understand your approach..
    The Ledge Grab logic is embebed on the Climb State, and that's not very smart

    Testing the Swiming state, I found out I need to climb out of the swimming pool without a ramp; without having to activate the Climb State. So I'm adding a new Ledge Climb/Grab State
     
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  34. id0

    id0

    Joined:
    Nov 23, 2012
    Posts:
    455
    Problem:
    movie_001.gif

    Nothing stop him from stand up even if collider on top. And maybe it would be better if the croach was a state.
     
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  35. Malbers

    Malbers

    Joined:
    Aug 7, 2015
    Posts:
    2,558
    Oh nice catch!!

    I'm assuming you are using the Zone that enables the Crouch Stance ...
    One quick hack that you can do is to Disable the Input for the crouch when its on that zone: (Disable the SendMessage Option)


    PS: use this MInput Fix so it can use the Animator Listener Option of the Message.. which is quicker than the Send Message, and Unity Send message has some issues with methods with same names, and multiple parameters (as shown in the video)
     

    Attached Files:

    Last edited: Jan 10, 2022
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  36. id0

    id0

    Joined:
    Nov 23, 2012
    Posts:
    455
    Thank you. But usually in games when crouch, raycast check if ceiling too low to stand up, and do not allow it.

    P.S. And disable input works fine, but enable not working, just like in video. He said "Calling function EnableInput with 1 parameter but the function requires 2."
     
    Last edited: Jan 10, 2022
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  37. Malbers

    Malbers

    Joined:
    Aug 7, 2015
    Posts:
    2,558
    Yes, that why you should use the fix I sent you :)
    and Disable the SendMessage Option..

    About using crouch as a State I think you are right,
    Usually. I make states when they require extra logic...and that raycast check for ceiling is a must :D for crouching... so using it as a stance does not work properly... if you are going through a small place
     
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  38. akduy

    akduy

    Joined:
    Dec 31, 2016
    Posts:
    3
    Hi Malbers, could I create a twin-head dragon with your existed customization tool?
    Your animations are stunning!
     
    Malbers likes this.
  39. jskubick

    jskubick

    Joined:
    Oct 7, 2018
    Posts:
    11
    What's the secret to correctly placing the hip and chest pivots? Every time I think I have them placed correctly, I change the view slightly, and their apparent position changes so radically, it looks like they aren't even CLOSE to being where I thought they were.
     
    Last edited: Jan 14, 2022
  40. jskubick

    jskubick

    Joined:
    Oct 7, 2018
    Posts:
    11
    I managed to configure a GameObject of a cat (specifically, Lowpoly_Cat_Animations_RM) using AnimalController to animate its idle and locomotion states, and successfully managed to trigger locomotion via a script. I even managed to get the cat to clench a bird in his mouth. So far, so good.

    Except... I need to spawn about 50 replicas of the cat and bird.

    If I manually duplicate the cat and bird, and change the duplicate cat's PickableItem to the duplicate bird, it works fine... both appear independently, and their controller scripts increase their speeds from Walk to Run at the proper time.

    However... if I try to spawn the cat via:

    Code (CSharp):
    1. Instantiate<GameObject>(kitty, new Vector3(-4,0,0), Quaternion.identity);
    ... the spawned cat animates properly, but he doesn't have a bird in his mouth. Presumably, because both instances are trying to grab the same instance of the Bird GameObject (set via the Pickable item).

    OK, so I did this in a script bound to the newly-spawned cat:

    Code (CSharp):
    1. GameObject bird = Instantiate<GameObject>(swan, new Vector3(-4, 0, 0), Quaternion.identity);
    2. Pickable pickable = bird.FindComponent<Pickable>();
    3. MPickUp pickUp = GetComponentInChildren<MPickUp>();
    4. pickUp.Item = pickable;
    ... but now, the instantiated cat doesn't appear at all, and I don't see any blatant error messages in the console.

    I vaguely remember reading something about having to do something when multiple (Cloned?) GameObjects share the same animation, but I'm not sure whether that's the problem (and how to fix it if it is), or whether there's some deeper problem going on.
     
    Last edited: Jan 14, 2022
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  41. ChickenHero

    ChickenHero

    Joined:
    Jul 18, 2016
    Posts:
    79
    Is it possible to point the AI's head towards the player during the CircleAroundTask?
     
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  42. Malbers

    Malbers

    Joined:
    Aug 7, 2015
    Posts:
    2,558
    The Animal Controller works with any creature :D
    Quadruped or Humanoid

    So yes! You can use the Animal controller ^_^
     
  43. Malbers

    Malbers

    Joined:
    Aug 7, 2015
    Posts:
    2,558
    Yes!
    On your AI State for Circle Around, Add a SetLookAt Task, There's an Example on the AC Brain Demo:
    upload_2022-1-15_10-12-11.png
     
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  44. Malbers

    Malbers

    Joined:
    Aug 7, 2015
    Posts:
    2,558
    Here's the correct guide on how to assign the Pivots:
    https://malbersanimations.gitbook.i...-components/manimal-controller/general/pivots
     
  45. Malbers

    Malbers

    Joined:
    Aug 7, 2015
    Posts:
    2,558
    Yes, exactly, since the reference on the Pick Up component is the same, all cats will try to catch the same bird.
    This is for the Animal Controller States.. by default is set to True: upload_2022-1-15_10-49-9.png

    But that should not be the issue..

    Make sure your bird.. is not on the "Default" Layer.. set it for example to the "Item" Layer
     
  46. jskubick

    jskubick

    Joined:
    Oct 7, 2018
    Posts:
    11
    OK, I reworked the script tied to the cats so it creates a new MPickUp for each cat and attaches it to the newly-instantiated Cat's Interaction GameObject. Otherwise, all of the cats ended up with the same instance of MPickUp, and only the most recently-created cat ended up with a bird in his mouth. Except, now, none of the cats end up with a bird in their mouth. Here's the code I have so far:
    Code (CSharp):
    1.         ac = GetComponentInChildren<MalbersAnimations.Controller.MAnimal>();
    2.  
    3.         Vector3 pos = new Vector3(transform.position.x, transform.position.y, transform.position.z);
    4.         // spawn a new bird to stuff into the cat's mouth
    5.         GameObject bird = Instantiate<GameObject>(swan, pos, Quaternion.identity);
    6.         Pickable pickable = bird.FindComponent<Pickable>();
    7.  
    8.         // find the cat's Holder for the bird's Pickable
    9.         Transform holder = transform.Find("Arm_Cat/Base/root_bone/Spine_base/spine_04/spine_05/neck/head/mouth/Holder");
    10.         // find the cat's Interaction GameObject and attach a new MPickUp to it.
    11.         GameObject interaction = transform.Find("Interaction").gameObject;
    12.         MPickUp pickUp = interaction.AddComponent<MPickUp>();
    13.  
    14.         // stick the bird in the cat's mouth
    15.         pickUp.PickUpArea = transform.Find("Interaction").GetComponent<Collider>();
    16.         pickUp.Holder = holder;
    17.         pickUp.Item = pickable;
    18.  
    19.         MSpeedSet groundSpeedSet = ac.SpeedSet_Get("Ground");
    20.         ac.CurrentSpeedSet = groundSpeedSet;
    21.         ac.CurrentSpeedIndex = 2;
    22.         ac.State_Enable(StateEnum.Locomotion);
    23.         ac.State_Activate(StateEnum.Locomotion);
    24.         ac.Move(Vector2.right);
    As far as I can tell, the middle part of the code (that finds the current GameObject's Interaction child & adds a new MPickUp to it) is setting all the values that were formerly set via the Unity Editor (PickUpArea, Holder, and Item), but when it runs, the birds just end up spawning on the ground & the cats walk away without them.

    Just to be clear, I'm not trying to get the cats to *pick up* the birds... I'm trying to just directly stuff them into the cats' mouths while they're still off-camera.

    Things I've confirmed:
    • The bird's layer is 'item'
    • Each spawned cat has a Pick Up - Drop area being added at runtime, and the PickUpArea, Holder, and Item are all associated with the correct bird and cat. If I play, pause, then change the name of the GameObject belonging to the bird or Holder by appending a number to it, the references to the bird in Pick Up - Drop all auto-update to reflect the new name.
    My hunch is that despite directly setting pickUp.Item to the newly-spawned bird's Pickable, MPickUp expects to be triggered by something... and it's not happening. Is there some way to just dispense with the whole, "wait for pickup to be triggered", and directly trigger pickup (by calling some method) after I've set MPickUp's three values directly?
     
    Last edited: Jan 16, 2022
  47. ChickenHero

    ChickenHero

    Joined:
    Jul 18, 2016
    Posts:
    79
    The carnivore Eat motion is very well-behaved.
    Are you planning to add a wild eating motion?
     
  48. Hawk0077

    Hawk0077

    Joined:
    Nov 6, 2017
    Posts:
    788
    Hi, when I try to do a build, I get this error in the Consol so the build fails. Any ideas how to fix it thanks.:

    Assets\Malbers Animations\Common\Materials & Textures\MGameSettings.cs(9,49): error CS0535: 'MGameSettings' does not implement interface member 'IScene.SceneLoaded()'

    Unity 2019.4.34f1
     
  49. Rowlan

    Rowlan

    Joined:
    Aug 4, 2016
    Posts:
    3,819
  50. Malbers

    Malbers

    Joined:
    Aug 7, 2015
    Posts:
    2,558
    At the moment there are no plans to add more animations to the animals
    Just to the horse, right after the release of the new asset
     
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