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Malbers Animals-Creatures

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

  1. Lars-Steenhoff

    Lars-Steenhoff

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    I look forward to you making some birds, Eagle, Swan, I bet they will be awesome :)
     
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  2. Malbers

    Malbers

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    Soon my friends ...soon I will be working full time as a Publisher making assets... I'm eager to make awesome characters :) (I finish with my day job by the end of this month and then I will be free to make more assets!!)
     
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  3. Whippets

    Whippets

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    If you bring the models of the same quality as your animations, we'll bring the cash!!
     
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  4. Lars-Steenhoff

    Lars-Steenhoff

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    First bring the cash and see what happens :)
     
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  5. adampound

    adampound

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    Im having trouble getting the lookat script to work. Is there a trick I'm missing? I'm currently just giving it the script a target
     
  6. Malbers

    Malbers

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    the look at script can be enable and disable by code,
    I usually disable the look at on animations that are not compatible with the lookAt, like the hit , attack, animations or some idle animations:
    using my Message Behaviours scripts
    upload_2017-9-18_9-10-53.png

    so sometimes it gets disabled... (toggling the Active variable on and off)
    upload_2017-9-18_9-15-12.png
    upload_2017-9-18_9-15-45.png

    if you have a target but this variable is off, the Look At will be disabled smoothly
     
    Last edited: Sep 18, 2017
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  7. adampound

    adampound

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    cool. I got it to work. The idle kept de activating it
     
  8. TimSkijwalker

    TimSkijwalker

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  9. Malbers

    Malbers

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    HAHAHA thank you :)

    the good thing the materials are made with substance so you will get a tons of variations :)
    upload_2017-9-24_12-23-45.png
     
  10. mmvlad

    mmvlad

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    Hi,
    I am using many of your assets. The controller is also great.
    But recently I tried to get it working with Photon (PUN) and I am having troubles synchronizing your animator (sometimes it skips attack, instead just stands in idle). Do you by any chance have any tips how to fix it?

    Thank you.
     
  11. Malbers

    Malbers

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    Hi there
    I must confess I have never made anything Multiplayer related, so I have no idea how to assist you in this area, :(
    I believe it should be because the Attack variable only gets activated (= true ) for a frame or two and those frames get lost communication between the multiplayer connection.

    Looking at this tutorial I believe that maybe the problem
     
  12. mmvlad

    mmvlad

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    The main problem I encountered is actually without multiplayer. Sometimes when tiger is in idle state and you hit attack - nothing happens. In code the values are that needed for transition to Attack state (attack true, fall/swim false), but the transition never happens. This is mostly after idle state played 3/4 of its length.

    Here is a link to recorded video. You can see the tiger attack one time. Though i clicked second time in like 2 seconds after first, but nothing happened.

    https://www.dropbox.com/s/961lk8hlv...4bit) - TigerScene.unity -Attack Bug.mp4?dl=0

    I would really appreciate any help as I've been struggling with this one for a long time now.
    Thank you.
     
  13. Malbers

    Malbers

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    I know was is theproblem

    you haven't updated the Tiger ;)

    I fixed the attack problem a few weeks ago

    I noticed because the tree near the tiger does not have an UI saying Look at mee ;)

    upload_2017-10-2_11-7-18.png

    updating the tiger all your problem should be solved, and all the other animals you have..

    I made tons of arrangments to make it easier to use the animal script for AI.
     
  14. mmvlad

    mmvlad

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    Thank you! Will check now!
     
  15. ztikkyz

    ztikkyz

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    I love your animation AND style, I am curious, following this thread you are saying things like "cougar will have those animations" when you say so, does your old animals get the new animations too?
     
  16. darrennorthcott

    darrennorthcott

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    Hey, is there any way to adjust the jump height? Looking at using the animal as a player and would love to be able to adjust the jump height and add double jump...
     
  17. Malbers

    Malbers

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    Thanks so much for your kind words!
    I didn't quite get the ... "the cougar will have those animations"... which animations ?
    and yes I'm including new animations to older animals too ;)

    the Jumps are animation based.... so when the animals land they execute the complete jump animation cycle.

    so for now they don't change the height of the jump action.... I will study and find a way to make it work for the next future updates.
     
  18. darrennorthcott

    darrennorthcott

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    Awesome, thank you! One more quick question: I'm using your Input script, I would like to have 'Always forward" on, so that the player is always moving, but also would like the Vertical Input to increase/decrease the speed... do you know if this is possible?
     
  19. Malbers

    Malbers

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    You can use the method :

    Animal.GroundSpeed
    Code (CSharp):
    1.  /// <summary>
    2.         /// Current Animal Speed in numbers, 1 = walk 2 = trot 3 = run
    3.         /// </summary>
    4.         public float GroundSpeed
    5.         {
    6.             set { groundSpeed = value; }
    7.             get { return groundSpeed; }
    8.         }
     
  20. RyanAtEvno

    RyanAtEvno

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    Hey Malber, still loving the wolf pack. Still having trouble adding click/touch to move to the Wolf magic prefabs. You think you'll end up including this as a control option in the future? Thanks bud
     
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  21. Malbers

    Malbers

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    Yes, I put it on the list... I will make a point to click sample scene ;)
     
  22. RyanAtEvno

    RyanAtEvno

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    Awesome thanks bud, any estimate on how long till your next update?
     
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  23. Malbers

    Malbers

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    Im working on the dragon and the bear as we speak...

    it will be ready when the bear is out... by november
     
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  24. Midnight_Terrors

    Midnight_Terrors

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    First off, huge fan of your art style and animations work. I cant wait to see the bear when it is completed. Do you know of any completed games that are using your assets? It would be fantastic to see your assets in action in someone else's creation.

    Also, Congrats on taking the leap into working for yourself and leaving your day job. Hows it feel?
     
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  25. hoaase

    hoaase

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    Currently I'm working with the fox asset on a game "prototype". I already let players test it last weekend on a public event here in germany, and the testers loved the prototype - and the fox :). Much work ahead for me to fix the breakpoints - I found - but it is playable! Malbers has already seen some ingame footage and if he wants to, he can share it with you ;).
     
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  26. Malbers

    Malbers

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    Thanks so much ,, I have big plans for the bear... I want to be able to pull a panda, a grizzly, and a polar bear off the same mesh, like I've been doing with all other animals..

    I have seen a few mobile games, but they lack soul...
    I saw @hoaase videos, well that is what I want for the assets !!!.. a beautiful game and someone who takes care of my babies :D :D

    its feels amazing!!, Im working on what I love, no one boss me around, and If I want to take a day off... I just do!!
    it's a dream come true!!
     
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  27. SirTwistedStorm

    SirTwistedStorm

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    I will raise them as my own. I just don't have the funds yet to adopt them.
     
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  28. zaharus000

    zaharus000

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  29. Malbers

    Malbers

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    the basic AI is just an example on how to use the animals with a NavMesh Agent and Waypoints... nothing fancy there... if you want to create a more advance behaviour with the animals I suggest you use Node Canvas or Behaviour designer.
    and use all the methods on the Animal CallBacks file which are meant to be used on AI or mobile stuff
     
  30. HeyBishop

    HeyBishop

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    Would it be easy enough to make only the eyes glow in "magic mode"?
     
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  31. Malbers

    Malbers

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    to make the eyes just glow you can add two spheres and parent it to each eyes bones :) that way you can have only the eyes
     
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  32. HeyBishop

    HeyBishop

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    That seems simple enough! Thanks!
     
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  33. TimSkijwalker

    TimSkijwalker

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    Hey man, for the dragon could you please include in-place animations. Moving over the horse and wolf to unreal has been a living hell so far. :(
    (enabling root motion rotate the mesh in a strange way)
     
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  34. Malbers

    Malbers

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    I will definitely include root motion for the dragon.. and also release him for unreal so wait for the unreal version if you don't want to clip al the animations by yourself :)
     
  35. TimSkijwalker

    TimSkijwalker

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    Alright that sounds good, i'll wait for the unreal version then :) (i know root motion was going to be a thing. my question was more in regards to in-place)

    Thanks for the quick reply.
     
  36. hannes-dev

    hannes-dev

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    Hi there,

    are you still working on the rabbit, badger and bear?
    And is there a bundle discount if we buy all lowpoly animals together?

    great work!
     
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  37. Malbers

    Malbers

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    yes! I'm finishing the big dragon this week to jump right into the bear raccoon and rabbit,

    the current price is the bundle discount... so yeah ..$14.30 is the current price for the animals right?.. when the 3 remaining animals are out on the store .... all the prices will go up to $20 so all those who bought it separate will get the discount as if they where on a bundle... and I will create the bundle with a price of 130~140 I haven't decided yet..
     
  38. HeyBishop

    HeyBishop

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    Does the Wolf have scaleable bones/blend shapes, like the Fox (as shown here)?
     
    Last edited: Nov 18, 2017
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  39. Malbers

    Malbers

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    yes!.... all the animals get the latest features from the new ones that are coming out :)
     
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  40. HeyBishop

    HeyBishop

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    Brilliant!
    I'm buying the wolves right now, for my birthday!
     
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  41. Malbers

    Malbers

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    Thanks!!!!!! Happy Birthday!!! :p
     
  42. Mustakaapu

    Mustakaapu

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    Will the unreal versions get these same features also?
     
  43. Malbers

    Malbers

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    It will get everything but the script controllers, I need to study blue prints first
     
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  44. HeyBishop

    HeyBishop

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    I just purchased your beautiful Wolves. I'm making a simple game to teach myself Unity. I have an enemy that reacts when the player gets close. It's just a snake with no animation.
    Here is the script I use to control it:

    Code (CSharp):
    1. using System.Collections;
    2. using UnityEngine.AI;
    3. using UnityEngine;
    4.  
    5. public class SnakeAttack : MonoBehaviour, ICreature
    6. {
    7.     public LayerMask aggroLayerMask;
    8.     public float currentHealth;
    9.     public float maxHealth;
    10.     public float strength;
    11.     public float aggroRadius = 4;
    12.  
    13.     private Player player;
    14.     private NavMeshAgent navAgent;
    15.     private CharacterStats characterStats;
    16.     private Collider[] withinAggroColliders;
    17.  
    18.     void Start ()
    19.     {
    20.         navAgent = GetComponent<NavMeshAgent> ();
    21.         characterStats = new CharacterStats (3, 6, 9);
    22.         this.currentHealth = this.maxHealth;
    23.     }
    24.  
    25.     void FixedUpdate()
    26.     {
    27.         withinAggroColliders = Physics.OverlapSphere (transform.position, aggroRadius, aggroLayerMask);
    28.         if (withinAggroColliders.Length > 0)
    29.         {
    30.             player = withinAggroColliders [0].GetComponent<Player>();
    31.             ChasePlayer (player);
    32.         }
    33.     }
    34.  
    35.     public void PerformAttack()
    36.     {
    37.         player.TakeDamage (strength);
    38.         print (this.gameObject.name + " attacks " + player);
    39.     }
    40.  
    41.     public void TakeDamage(int amount)
    42.     {
    43.         currentHealth -= amount;
    44.         if (currentHealth <= 0)
    45.         {
    46.             Die ();
    47.         }
    48.     }
    49.  
    50.     void ChasePlayer(Player player)
    51.     {
    52.         this.player = player;
    53.         print ("Chasing " + player);
    54.         navAgent.SetDestination (player.transform.position);
    55.         if (navAgent.remainingDistance <= navAgent.stoppingDistance)
    56.         {
    57.             if (!IsInvoking ("PerformAttack"))
    58.             {
    59.                 InvokeRepeating ("PerformAttack", .5f, 2f);
    60.             }
    61.         }
    62.         else
    63.         {          
    64.             CancelInvoke ();
    65.         }
    66.     }
    67.  
    68.     void Die()
    69.     {
    70.         print (this.gameObject.name + " has died.");
    71.         Destroy (this.gameObject);  // I want to trigger the MalbersAnimations death.
    72.     }
    73. }
    Now, I want to substitute my snake with your wolf.

    Please forgive my noobish question... but, what do I do? You've mentioned I can use SetAttack(), etc., but I'm not sure how to call those commands. I suppose I need to inherit something? Or something? Sorry! I'm not sure where to begin.
     
  45. HeyBishop

    HeyBishop

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    One more quick question, where'd you get that great looking grass from?

    (as seen here below)
     
  46. SirTwistedStorm

    SirTwistedStorm

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    Should be this asset. http://u3d.as/m88
     
  47. HeyBishop

    HeyBishop

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    Awesome! Thanks!
     
  48. Malbers

    Malbers

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    Instead of using a Physics.OverlapSphere you can use a SphereCollider (Set to trigger) and use OnTriggerEnter(which is faster ;) )

    You can check the Ai Animal control script to control the animal via NavMesh Agent... (its has all the correct management of the wolf movement using an Agent )

    it should be something like:
    if you enter your SphereTrigger() or overlap sphere... on the AI animal control , change the Target variable to the Player...

    and if the Agent distance on the wolf is less than your attack range then try the Invoke repeating with (Animal.SetAttack() )
     
  49. R1PFake

    R1PFake

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    Why would SphereCollider / Trigger be faster than Physics.OverlapSphere?

    Btw if you do Physics calls in a update method it's better to use the xxNonAlloc version and pass your own buffer, otherwise you will create a new array / garbage every update.
    https://docs.unity3d.com/ScriptReference/Physics.OverlapSphereNonAlloc.html
     
    Last edited: Nov 21, 2017
  50. Malbers

    Malbers

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    I would make it using a sphere trigger to avoid using OverlapSphere constantly on Update or FixedUpdate(),
    using OnTriggerEnter is called once when another collider enters the trigger :) ..... I take back the faster part :) that I don't really know but I believe is better than the other way... forgive me if Im wrong :)