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Discussion in 'Assets and Asset Store' started by Malbers, Jun 20, 2016.
I am using 2017.4. It seems that 2017.1+ are pretty stable now. Finally.
There is a HD Rabbit coming to the store soon... waiting for it to be approved.
Not sure what the price is for that... but I know it's a bit higher than the polyart rabbit.
HAP + Unka + HAP's Cowboys animations applied to custom model =
yeap that one...
Just a clarification..
Realistic animals are really hard to make ... at least for me... and since the competition with the quality similar to mine is selling his animals on $140 dollars, each animals, with less features.. I believe is a fair price what I'm asking for...
since also the Realistic Rabbit includes the Poly art version.... with all the features..
@Rowlan if you find a way to add collision with grass and tree (and the dragon's wind) please tell me so I can update my list of stuff to look at lol
It definitely looks excellent. I can tell it isn't an easy thing to do and takes a lot of time.
Collision and touch bending are totally possible. I just didn't add that yet, only had a few hours of spare time. But let's not make this off-topic, so please drop by in the Vegetation Studio thread, I'm sure @LennartJohansen is glad to help there.
Damm! Rowlan ... I'm in love with your videos!!!! It blinds me with such awesomeness!!
@Rowlan this is the Young Elemental Dragon
This will be like an Elemental Dragon... ICE, Rock, Lava, Crystal,
magic! very beautiful creature, must have! i like the idea of it not having wings optionally. is that intended?
Yes!. wings will be Optional
Learned my lesson when it comes to the asset store newsletter, I totally missed the sales, hating myself a little u.u Oh well, at least now I'm subscribed
Damn!! you need to follow all the social networks from unity... that way you wont miss it anymore
Dang that's nice. Will this be a separate asset, or part the existing dragons?
Separated New animations new stuff
is it possible to reupload the pics of young elemental dragon stated above I don't see anything thanks
I have fixed the Post
will the integration in Invector (Third Person Controller - Melee Combat Template) work the same like the HAP asset does?
Yes it will.... all my assets use the same scripts.... so everything that is compatible with HAP is compatible with all the others
I want to make a 3rd person camera controller such that the camera is moving with the dragon and rotates when the dragon rotates while the camera keeps looking at the dragon. This only works when the dragon stands or is moving forward. But when the dragon is moving and rotating at the same time the camera is not rotating smoothly it is jittering strongly in a sence that it is over rotanging very fast then rotating back and again over rotating very fast.
When I use a cube and a very simple character controller script the camera is working fine. Do you have any ideas? (I already tried Update, FixedUpdate, LateUpdate, attached the camera to the dragon, copying position maually, constantly rotating the camera around the player and even then got that weird behavior when the dragons rotation is not even used)
Did you parent the camera to the Dragon??? because if you did that ... then is not the recommended way to do it... you should have your Camera controller as a separated system...
if you didn't parent the camera system to the character then is super weird behaviour...
The camera system I provide is just the simple standard camera rig from the standard assets ... nothing fancy...
I also have try the all the animals with cinemachine and other camera systems on the assetstore and it works great too... so I don't know what should be causing that behaviour sorry
Hi! I'm a doctor and game developer, and I've *VERY* impressed with your work! My latest games have been focused on diabetes, especially my current project: "Diabetes Dragon-Races" (more info at http://www.dragonraces.com).
I created the main character (Jett, a racing dragon) myself, but I'm changing the game art, a lot. The new format will be a series - focused on "BioMech" versions of people and animals.
I've sent you a more detailed query via your FaceBook page, so I'll just summarize my question here:
I've bought the Mouse model (and I love it!), and I'm trying to basically replace the Mouse mesh with my own version. I work in Blender, and I'm able to import your FBX versions correctly, but they have slight rotation/position errors when I pull them into your hierarchy and try to apply your armature.
Because my new dragon is "mechanical," the new mesh is a lot simpler. I could break it into parts and add them bone-by-bone in Unity, but that's very inefficient and slow.
Could I pay you to save a Blender-formatted version of the Mouse, or just the armature/skeleton, in a way that would let me import it (and my model) back into Unity correctly? That way, I'd be able to plug directly into your animation set and scripts very quickly.
I have no need to change the armature or bones! Any animation changes I do would be in Unity.
If you do contract work, I'd love to talk about hiring you to help with the dragon-animations directly, of course - please let me know and we can talk about prices.
If there isn't an easy way, I'll just try using vertex groups in Blender, and parenting the mesh to your armature. And if that doesn't work, I'll have to build the model in pieces and attach it bone-by-bone :-(
Please let me know if you're able to help me add my own mesh to the Mouse -- and also, let me know if you'd be interested in doing some (paid) work as a contractor.
Thank you very much for listening, and for your wonderful modeling/animation work!
~~Bill Pomidor, MD
First thanks Bill for the purchase ....
Unfortunately I have 0 knowledge of Blender..... so I couldn't assist you that way.
What I can do is to send you some other types of formats like DAE or 3Ds to seee if those work on blender...
Thanks for the offer, I really appreciate it, but unfortunately I'm not available...
I'm already working on several projects at the same time besides the assets.
If you like lets keep the conversation on Facebook that way I will use just one way to help you
Thanks for all the help! I've gone ahead and created a MalberS/FBX tutorial for using Blender to edit MalberS meshes without breaking the animations. I'll upload it asap and send you a copy/link. Hopefully it'll save some folks a bit of time...
That's awesome. I'm looking forward to it Did you also figure out how to deal with the eyes?
hey i'm just editing the dragon and i cant for the life of me figure out where the nostril scaling is happening. can u please tell me where in the scripts the nostril is scaled? thanks a lot
in reference to what BlackManatee is trying to do, i tried many ways to get my model to play nice with the unka animations but it just would not work. i decided to reskin unka and i modified the mesh a little around the head and copied the weight from bones using blender. just be aware this does break blendshapes but hey are quite easy to redo.
This is the toon mesh with some modifications around the head.
Wing textures became broken with Unity 2018, I suppose it could be related to Substance support in new Unity.
How it could be fixed?
Is it possible to get normal textures instead of substance, or somehow get baked substance to normal .png files?
The guys at Unity are most awesome. Today they released Book of the Dead: Environment and of course I had to see how it looks with Unka
The scenery that Unity provides for free is fantastic. Thank you very much Unity!
What should i do if i want dragon to always rotate with camera??
just use mouse x as input instead of horizontal
OMG!!!!! I forgot to check this forum!!! The alerts were ignored
Sorry for not being here!
The scale of the nostrils are on the Idle animation only no scripts there....
I'm thinking yes... Substances are getting me in trouble in unity 2018 I think I will switch back to regular pngs... too much trouble with the substances ...
I will make the a bunch for the next update.... and you can always change back to the substances if you like
Just enable on the Malbers Input Script . ... Camera Input.... that should do it
Here's an update of the new ones coming soon!!
2 more styles and I'm ready to rig and animate!
Pleas release a bundle pack!!!! I am getting a nice collection of your work I do see an upgrade option on the riding system upgrade from what? Just grabbed your selector system my kids love it to switch between playing as foxes or little dragons and I love it cause all I had to do was drag and drop to get it going!!!
Where can I disable the animations that play whenever I right click my mouse? I only want a breath fire animation to play instead of selecting between random animations.
On the Animator of all the dragons the Firebreath is enabled when Attack2 and Shift is true...
so, to enable the Fireball with Left Click and Firebreath with Right Click you need to add a new Input to Malbers Input script:
Firebreath set to Button: Press.
and Add to the On Input Changed Event: 2 new listeners and add Animal.Attack2 and Animal.Shift.
Just like the image:
Jus one bundle planned the Forest pack.. when the raccoon is finished
Hey, I was thinking of replacing the dragons in my game with unkas.
I did some small tweaks to the model to achieve the looks that I wanted and reimporting unka worked fine.
But the rig has a little problem, in the fly animation and mostly in the fly with closed wings animation, the wings deform very oddly.
I looked at the wing bones and I couldn't see any difference between the original and the reimported rig and it doesn't seem like there are bones to control the wing skin.
So my question is if there is some magic that was used to get the wings working that I have to reapply or is this a importing/exporting error? I'll attach a picture of the wings to showcase the problem:
The problem is the Bones influences... it should be 4 and I believe is setted to 2
Yeah that was it, it was set to auto. Thank you so much for helping I would've never found that out by myself!
By the way the elemental dragon looks amazing, I can't wait to get my hands on it. Your art and animations are amazing keep up the good work
Anyone else out there still have the missing textures even though you had substance and everything first? I even deleted the asset from my project, deleted it from my asset cache, redownloaded from the store using 2018.2, reimported but its still like this. It is just the one Dragon though, the other two I believe were fine.
Same for me. It works once I hit the buttons of the Material Changer settings, but it's gone every time i load the scene again:
Interestingly it's only with the Unka Realistic prefab, not with the Young or Fat.
When I create a prefab out of the modified (material changer buttons pressed) normal Unka, it works on every scene load.
Realistic as well as Toon have the issue, but that is all.