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Discussion in 'Assets and Asset Store' started by Malbers, Nov 12, 2016.
So lets say i want to edit the model a bit in blender how do i find the model file? and rigs?
They are fbx files. Just import them in Blender.
It's really easy to. Check, the animals have colliders on the body and at the head , you Can use the colliders to check your Collisions
Edit: I was on the phone when I wrote this
Here is a link to the video on Vimeo - let me know if i should show more components in detail. Thank you in advance for your assistance.
Testing the 360 degree feature with various poly art animals:
Just click into the video and drag around.
They stand in judgement! LOL That's pretty damn cool.
one thing I noticed is that the fox has the MalbersInput script.... if you are going to use it as a companion you should remove that script... since it only used for controlling the fox as your main character..(with your keyboard)
That Follow target script? can you send it to me via PM ..?
On the AI Sample Scene there's a little fox that Uses the AIAnimalControl Script...
this script needs a navmesh agent on the hierarchy of the root animal (AI Agent(1)) and of course the navigation mesh baked.
On the AnimalControl there's a parameter called target... that is where you can set your player.
i made a new scene and if i turn on the lock axis script with checked directions my fox disappears (it moves 300 unity away) cant find the problem. need a little help, everything is a prefab as provided
Okay, removed MalbersInput script.
Sent you the Follow target script.
ok re Navmesh
ok re Animal Control
I'll work on these updates soon and hopefully will resolve my troubles.
the sample scene works as intended right?
take a look to this sample scene and copy the settings of the animal there to your new scene
@Malbers Can you take a look at this video, and see what I may be doing wrong, my fox can't land a jump, I read over your docs and made sure all of my ground plans are set to the ground layer, and that my player is set to the player layer, and in my player settings that the ground layer is set correctly. I'm guessing I'm missing something simple. Thanks for all of the work you continue to build into your assets.
Try increasing the Chest pivots multiplier parameter... that will increase the length of the ray to search for ground
Awesome, thanks @Malbers
Please stop everything and make realistic ones. I've seen realistic models recently on the asset store which really looked impressive. But none with such top animations like you do. I need realistic ones
Also, why can't I buy the bear yet
just the rabbit and the raccoon are left to do before I start making the realistic ones
The Bear Video is Ready!!
Does anyone have any experience driving Poly Art animals with Emerald AI ? Any tips?
I haven't try yet , not until I finish all of them
I can hook up a poly art animal to Emerald using the Emerald Setup Manager, but it creates its own animator controller with individual animations that I hookup in preset slots. Much of the elegant complexity and beauty of your animations is lost.
So bottom line, we can use the poly art animals and some of their animations, but what we really need is an integration that allows us to use the poly art animal animator controller with Emerald. This might not be easy. On the other hand, maybe i could keep your system intact, and try to feed variables back and forth, to use Emerald for its ai, and poly art for the visuals.
Or ... maybe you expand your own ai system.
that should me awesome... you can make a Link Script which communicate between the Animal Script and the Esmerald system... at least that is what I do with HAP integrations
Please make dogs in poly art style, im making a game using Synty Studios Polygon models and your work looks like a perfect match in style.
Kittens and Puppies
I'm super happy to report that the fox is following my player! The scene runs and I'm so grateful for the help! I do get an error:
NullReferenceException: Object reference not set to an instance of an object
MalbersAnimations.AnimalAIControl.DisableAgent () (at Assets/Malbers Animations/Common/Scripts/Animal/AnimalAIControl.cs:121)
MalbersAnimations.AnimalAIControl.Update () (at Assets/Malbers Animations/Common/Scripts/Animal/AnimalAIControl.cs:75)
Not quite sure what that's about, any ideas will be appreciated, but I'll keep going over things to try and find it. At least the scene runs
they are on my List!!
I believe you need to add a NavMeshAgent
when are the bears going to be available for purchase and at what price?
Same price and they should be out this week
Ah, okay. I don't really have a character in the scene. The player is basically the main camera. So I have the NavMeshAgent on the player but it's looking for a humanoid... Got it. Makes sense.
The script I send you, "Follow Target" is for using it instead of the "Animal AI Control". you should use just one of them,
"Follow target" does not required a nav mesh agent... but it will ignore the Obstacles
"AnimalAIControl "requires a navmesh agent and the Navigation mesh baked...
To gain a better understanding of polyart animals, I have created a clean project with the Cougar. The first thing I notice in the demo scene is that my Cougar only plays one idle animation. The animator Entry box links to four Idle boxes, but only idle01 plays. Why is this?
This may be an elementary question that requires me to study Unity animator in greater depth, but I was expecting a built in randomization of idle animations of some kind. The scene is working fine, and otherwise, the cougar looks great!
I have spent most of the day creating a script to take movement information from an Emerald controlled Cougar's rigidbody and to plug this information into the "Animals Cougar" controller. I almost have it, but I am having difficulty plugging my floats into the Cougar controller "Horizontal" and "Vertical" parameters.
I was trying to do it like this:
I have the animator and values for h and v. Could I please have a hint on the code to put the floats into the controller parameters?
Instead of pushing it directly to the Animator... Use the Animal.Move(vector 3) x=horizontal, y= UpDown, z=Vertical
that should do it
Papa bear is loose on the store!! YAY
OMG the animations are the awesomeness!!! And honestly, please schedule the rabbit and raccoon for later, I need these realistic
YES! That resolved the console error. Couldn't be happier. Thank you. And I love your animals so much. Well done!
hahahah I just want to finish the pack
so I can start making hyper realistic version of each animal
beautiful style, nice work
Can you make a meerkat model (realistic style would be preferred)? I can't find any good meerkat models (with animations)
Someone mentioned a fix for the dark colors in frame recorder. So I toyed around with it. Here's a quickly created 360 degree test video. I took the chance to include the bears
I have been able to push floats to the animator for Horizontal and Vertical, but so far it's not ideal, because Emerald sends sequential animations and those animations don't blend without the Emerald Override Animator.
I may take a look at animal.move, but I imagine that function actually moves the animal rather than merely displaying animations. I was hoping to avoid making script alterations. So far, I have only made modifications to the Cougar animator and added my bridge script to the Cougar.
Actually what it does is to set the values for the horizontal and vertical (MovementAxis.x|z) to later send it to the animator
Thanks for the info. Emerald 2.0 only calls one animation at a time, so I don't see a way I can get your animation blend space involved when I direct drive the animator, as Horizontal and Vertical parameters are never active at the same time. What I now get is a lack of a blend between those animations.
I will take a look at using your creature.move() to drive the animation, because that may eliminate the blend issue I get when I drive the animator directly. As always, many thanks for your assistance and excellent animations. I recently purchased the Bear. Grrrrrowl !
The Rabbit is ready to Animate :3
and also !!!. I went and made the realistic one .... because why not
Looks great! Been waiting for the rabbit for a while. Can't wait to see it in action.
Have you considered squirrels too?
yes!! common and gliding squirrels is should be a really fun game ... with gliding squirrels !!