Search Unity

  1. Welcome to the Unity Forums! Please take the time to read our Code of Conduct to familiarize yourself with the forum rules and how to post constructively.
  2. We have updated the language to the Editor Terms based on feedback from our employees and community. Learn more.
    Dismiss Notice

Motion Controller

Discussion in 'Assets and Asset Store' started by Tryz, Feb 21, 2014.

  1. kurotatsu

    kurotatsu

    Joined:
    May 10, 2012
    Posts:
    588
    I've tried to contact them through their website, and forum to see about making content, but got stonewalled, I bought the male full on sale, but will look into uma, if they keep putting me off.

    Bought UCC too, now that has the most potential in my book.
     
  2. kurotatsu

    kurotatsu

    Joined:
    May 10, 2012
    Posts:
    588
  3. SecretAnorak

    SecretAnorak

    Joined:
    Mar 19, 2014
    Posts:
    177
    Loving the controller. I've had some good results so far with real-time generated UMAs. A simple script that grabs the UMA's avatar after generation works a treat.

    Nice Job ootii, can't wait to get the adventure cam working with it.
     
  4. Tryz

    Tryz

    Joined:
    Apr 22, 2013
    Posts:
    3,399
    On my way to purchasing it now. I've been wanting to and just haven't found the time... can't beat a sale. :)
     
    kurotatsu likes this.
  5. kurotatsu

    kurotatsu

    Joined:
    May 10, 2012
    Posts:
    588
    I love your Tutorials!!!

    I learned about helper methods watching your Uma tutorials last week, a new tool in my coding toolbox, thank you!

    I'd like to incorporate your methods for Uma into my inventory system.
     
    Last edited: Dec 2, 2015
    SecretAnorak likes this.
  6. GXMark

    GXMark

    Joined:
    Oct 13, 2012
    Posts:
    506
    I know its talking off the MC2 abit but i noticed with that Morph3D that each item of clothing has a full set of blend shapes associated with it. It don't seem that optimized for a network game if you have to throw around 100 files per outfit ! I uploaded my beta MMO game this evening with the new MC2 and its really solid stuff.
     
    Tryz, BackwoodsGaming and kurotatsu like this.
  7. FargleBargle

    FargleBargle

    Joined:
    Oct 15, 2011
    Posts:
    770
    For anyone wondering, here's some test video of Motion Controller 2 being used with the new Adventure Camera Tim's been working on. He's still ironing out a few things before the final release, but it's looking pretty good already, and I think most users will be happy with the end result when it comes out. Thanks for another great product Tim! :)

     
    Tryz, BackwoodsGaming and kurotatsu like this.
  8. Tryz

    Tryz

    Joined:
    Apr 22, 2013
    Posts:
    3,399
    Great video @FargleBargle ! Thanks. :D

    The Adventure Camera update should be up in a couple of days. If you already own the Adventure Camera, this is another FREE upgrade. The new version will include:

    1. Better collision detection
    2. Better line-of-sight detection to prevent clipping
    3. Targeting mode
    4. Zooming
    5. Character fading when the camera is too close
    6. Customizable camera shaking

    And of course it will be usable with the MC and auto-setup with the new UI.
     
  9. GXMark

    GXMark

    Joined:
    Oct 13, 2012
    Posts:
    506
    May i ask has this camera been tested with terrains especially with steep slopes?
     
  10. hopeful

    hopeful

    Joined:
    Nov 20, 2013
    Posts:
    5,633
    I don't know about steep terrains, specifically, but it has been tested with walking from floor to wall to ceiling, and it functions fine for that.
     
  11. BackwoodsGaming

    BackwoodsGaming

    Joined:
    Jan 2, 2014
    Posts:
    2,229
    I just tested sliding down a steep slope using both MC2 and the Adventure Camera Rig. The camera rotated to follow me down the slope. It didn't clip into the terrain like previous cameras that I have used. Steep in this case was about an 80 degree slope.
     
    FargleBargle, Tryz and hopeful like this.
  12. Tryz

    Tryz

    Joined:
    Apr 22, 2013
    Posts:
    3,399
    Hey Sinmetal,

    The UserGuide was updated for v2: http://www.ootii.com/Unity/MotionController/MC2Guide.pdf

    I think what you're talking about is the Motion Builder's Guide. I will be updating that next week. As a one-man-show, I had to prioritize what I work on and that was less important than updating the Adventure Camera.

    You don't need to have the auto-generated code unless you want to use it. The "Simple Motion", for example, doesn't use any auto-generated code.

    Partial classes don't work like that. They wouldn't help at all.

    The reason for most of the auto-generated code is to help with sharing motions. It used to be you would have to copy and share your sub-state machine. Then the receiver would have to copy and paste what you shared and reconnect the transitions. Now, you would just share the motion file and they press a button to rebuild the sub-state machine, animation states, and transitions. I will discuss that more in the documentation.

    So, the only time you would care to update the auto-generated code is if you plan on sharing your motion or you're trying to access something you need updated. Otherwise, you can just ignore changes you make.

    There is no auto-generated code that "does nothing" ;)

    Keep looking... I don't think you understand how Unity's state and transition hashes work. :p

    The hash ID (an integer) of the states and transitions are not 100% stable and can change. So, every time the state/transition is loaded, copied, or re-created, the hash could change. The motions can also be used with different animators (where the hashes are different). That means it's safer to get hash values during start-up.

    You see code like this...
    public static int TRANS_EntryState_IdleTurn20R = -1;

    What you missed is the LoadAnimatorData() function that is also auto-generated. It does this...
    TRANS_EntryState_IdleTurn20R = mMotionController.AddAnimatorName("Entry -> Base Layer.WalkRunPivot-SM.IdleTurn20R");

    We can't hard-code the transition ID because they could change.

    It's true that we could ignore all these integers and simply do string comparisons to see if we're in the state or transition, but good programmers know that an integer-comparison is much much faster than string-comparisons. So, it's better for there to be a little code for the one programmer and in return have your millions of players enjoy a faster game (and with less garbage). ;)

    Your point about updating the Motion Builder's Guide is valid. While the documentation is still 90% valid, you're right and I will update it.

    Your approach in asking for this is a bit rude and inaccurate. I'm not sure if you heard the old adage "You catch more flies with honey than with vinegar", but it really is true... :eek:
     
    Last edited: Dec 5, 2015
  13. GXMark

    GXMark

    Joined:
    Oct 13, 2012
    Posts:
    506
    Yes this was what I was concerned about as so many camera based followers generally don't do well with steep inclines on terrains and clipping making them rather amateur to use. Have you tried it without sliding? Such as rotating the camera around the player while standing on a steep slope? I'm especially interested in when the camera is rotate towards the mountain incline as it should not clip and move closer to the player. if the player distance threshold is surpassed then the player should naturally fade out to stop the camera looking too close to the players geometry.

    The correct operation and best asset to demonstrate this aspect of a camera is done in UFPS.
     
    BackwoodsGaming likes this.
  14. Tryz

    Tryz

    Joined:
    Apr 22, 2013
    Posts:
    3,399
    Hey GXMark,

    Yeah, it does work as you're talking about.

    If I'm standing next to a steep slope (terrain or not) and rotate the camera, it smoothly moves in towards the player. As you orbit the camera out of the tight spot, the distance smoothly goes back to the normal distance.

    The only time the camera will pop is if there's an immediate collision. Let's say you're standing in a door way. If I look into the room, the camera has plenty of space... however, orbiting the camera so it goes into the wall causes an instant transition. Otherwise, the camera would go through the wall as is slowly gets to the right position. It's exactly how Tomb Raider 2013 does it.

    Fading also works as you said. However, the materials on the character have to support transparencies. If they do, the character smoothly fades out and then back in. If the shaders are opaque (meaning no transparencies), than the character will pop in and out.

    In the demo scene that I'm finishing up, I'm making sure there's an area to show exactly what you asked about. :)
     
    BackwoodsGaming likes this.
  15. Tryz

    Tryz

    Joined:
    Apr 22, 2013
    Posts:
    3,399
    Hey @sinmetal ,

    I'll definitely update the Motion Builder's guide this week and make sure I explain it all. I also plan on putting up a video about building your own motions (without Simple Motion).

    I love the fact that you want to create motions... so, I'll definitely make sure everything is up and support you any way I can. :)

    In the mean time, don't hesitate to ask questions. You can ask anyone... I'm happy to work with people and I'm pretty responsive.
     
    BackwoodsGaming likes this.
  16. BackwoodsGaming

    BackwoodsGaming

    Joined:
    Jan 2, 2014
    Posts:
    2,229
    I hadn't tried that. MC2 is set by default to automatically slide on the steep terrain and I just let it slide since I thought that was what you was originally asking. From Tim's response though, it sounds like it should work the way you are wanting it to. I'll try to run around and find the bases of some steep slopes on my terrain today and confirm. But in helping test, I have yet to have it clip into the ground or objects anywhere that I have run the character with it. Overall, very impressed. All other cameras I have tried seem to have a lot of clipping issues. This one is very well done! And for clarification, this is the Adventure Camera Rig, which is a separate asset from MC2 for those just skimming. I haven't really played heavily with the other camera rigs much. But assuming they probably handle clipping well as well.
     
  17. Tryz

    Tryz

    Joined:
    Apr 22, 2013
    Posts:
    3,399
    Thanks! :D

    The included cameras for the MC (Flight, Orbit, and Follow) are pretty basic. They work well, but no zooming, collision detection, line-of-sight detection, etc.

    The Adventure Camera is what has all those advanced features. ;)
     
    BackwoodsGaming likes this.
  18. BackwoodsGaming

    BackwoodsGaming

    Joined:
    Jan 2, 2014
    Posts:
    2,229
    Thanks for the explanation! I was actually wondering about the Orbit and Adventure Camera rig differences. Totally makes sense to just have some basics to get started in MC more as helpers or starters since cameras aren't really what MC is. :)
     
  19. hopeful

    hopeful

    Joined:
    Nov 20, 2013
    Posts:
    5,633
    Probably best to move questions about the Adventure Camera to the Adventure Camera thread, so people don't get confused.

    The Motion Controller doesn't come with the Adventure Camera. The Adventure Camera is a separate asset, but it can be used in conjunction with the Motion Controller.
     
    BackwoodsGaming likes this.
  20. ISH_the_Creator

    ISH_the_Creator

    Joined:
    May 8, 2013
    Posts:
    165
    Adventure Camera now works with MC2 now?
     
  21. hopeful

    hopeful

    Joined:
    Nov 20, 2013
    Posts:
    5,633
    Not quite, but it's close.

    My understanding is that Adventure Camera just passed its final round of beta testing, and the final touches are now being applied to the code and the docs before submitting. After submission to Unity, it will be a week or whatever.
     
    Tryz and ISH_the_Creator like this.
  22. Plutoman

    Plutoman

    Joined:
    May 24, 2013
    Posts:
    257
    Hah! And here I went ahead and bought the actor controller, not knowing it'd be free.

    No worries though, I have yet to dig into this, but I plan to, and you've given me some great responses already. So when the support is good, it's money well placed.
     
    Tryz and ISH_the_Creator like this.
  23. FargleBargle

    FargleBargle

    Joined:
    Oct 15, 2011
    Posts:
    770
    You should talk nice to Tim, and see if he can create an upgrade path from AC to MC2. Anyone that already has the original MC gets both AC and MC2 as free upgrades. Maybe he could at least give people upgrading from AC to MC2 some kind of discount. Don't know how such a system would be implemented on the Asset Store, but I'm sure if there's a way, Tim will do what he can to save you a bit of pain here. ;)
     
  24. Plutoman

    Plutoman

    Joined:
    May 24, 2013
    Posts:
    257
    Well, all that aside, I've already bought both, and had bought them in order of motion controller, a few months back, and then the actor controller a couple weeks ago ;) Might be good for others though!
     
  25. blackbird

    blackbird

    Joined:
    Aug 9, 2011
    Posts:
    588
    any showcase for shooter ?
     
  26. GXMark

    GXMark

    Joined:
    Oct 13, 2012
    Posts:
    506
    Well lets just face it the MC and the Camera products are Symbian's. I agree its good to sell them separately and move it to the another thread. But people will talk about the two inter-changeably for the rest of their lives together !
     
  27. GXMark

    GXMark

    Joined:
    Oct 13, 2012
    Posts:
    506
    Zooming works perfectly in the MC just pick your monitor up and move it backwards and forwards. Never fails
     
    Tryz, Licarell and FargleBargle like this.
  28. FargleBargle

    FargleBargle

    Joined:
    Oct 15, 2011
    Posts:
    770
    Doh! You kinda shot yourself in the foot there then, since it would have been a free upgrade for you if you'd waited. :oops:
     
  29. Tryz

    Tryz

    Joined:
    Apr 22, 2013
    Posts:
    3,399
    Best comment goes to @GXMark...
    hahaha

    Sorry about that. I tried to put that it would be free, but I think it's easy to miss. :(

    If you want to shoot me an email (tim@ootii.com), maybe I can help make it right.

    I don't have anything to show off for that yet. I'll admit that most of my energy has been on adventure/fantasy based settings. But, we're talking about a place were we can discuss, create, and share motions. I imagine shooter motions would quickly become popular.

    What does that mean? If I don't get to them, maybe someone else could. I'd be happy to support and code in that effort.
     
    FargleBargle and BackwoodsGaming like this.
  30. blackbird

    blackbird

    Joined:
    Aug 9, 2011
    Posts:
    588
    what i saw from some video that you can t really combine between the genres in your kit i mean for example mixing between adventure and fantasy or adventure and shooting , for me animation are not really the big deal my problem is to get a working code , hope you understand what i mean
     
  31. Tryz

    Tryz

    Joined:
    Apr 22, 2013
    Posts:
    3,399
    Sure you can. :)

    I include 3 movement styles:
    MMO
    Adventure
    Shooter

    If none of these styles aren't exactly what you want, you can create your own too.

    When I say I don't have a "showcase for shooter", what I mean is that I don't have any animations and motions for machine guns and the like. But, the system was built to be expanded on. My lack of swimming, flying, machine guns, back flips, crawling, etc... isn't a limit of the system, but a limit of my time. :D

    You can create any motion you want. So, you really can combine any genre. You just may have to create the motion. I've got a couple of new motions coming because of things the beta testers have asked for... and ones I need for my game.
     
    blackbird likes this.
  32. FargleBargle

    FargleBargle

    Joined:
    Oct 15, 2011
    Posts:
    770
    Combining the supplied modes would be as simple as adding a few lines of code telling Motion Controller to switch from Adventure Style to Shooter Style or MMO Style. You could set these to trigger when you go to specific scenes or areas within a scene, or as a result of events in the game. I don't see a problem with this at all. The targeting mode used by the Adventure Camera already makes use of this feature.
     
    Tryz likes this.
  33. ChiuanWei

    ChiuanWei

    Joined:
    Jan 29, 2012
    Posts:
    131
    cool assets.and this is very important in lots of game.
     
  34. Tryz

    Tryz

    Joined:
    Apr 22, 2013
    Posts:
    3,399
    Thank you! :)
     
  35. MikeCoderMore

    MikeCoderMore

    Joined:
    Sep 22, 2013
    Posts:
    61
    Hi Tim, this new adventure camera 2.0 really is good. i had the asset along time ago but didn't use it because its collision detection was not the best, but now you've nailed it, its that good i had to come and tell you haha thanks for the grate asset.
     
  36. Tryz

    Tryz

    Joined:
    Apr 22, 2013
    Posts:
    3,399
    hahaha... that's awesome. Thank you! :)
     
  37. Tryz

    Tryz

    Joined:
    Apr 22, 2013
    Posts:
    3,399
    Also, thanks for the rating and comment on the asset store page.

    Ratings and comments really help us asset developers. The more ratings and comments... the more sales. The more sales... the more my wife allows me to work on these assets... hahaha. :eek:
     
  38. Tryz

    Tryz

    Joined:
    Apr 22, 2013
    Posts:
    3,399
    Hey all you budding motion builders (including @sinmetal ),

    In the latest version of the MC, I added a new motion called "TemplateMotion".

    It doesn't replace the documentation I need to update, but it may help kick-start your motion building process. It's a bear-bones template you can copy and has comments on what you can fill out to get your motion up and running.

    Again, there's a lot more detail in the Motion Builder's Guide that I'll update this week, but this may help in the meantime. :)
     
    hopeful and hard_code like this.
  39. MikeCoderMore

    MikeCoderMore

    Joined:
    Sep 22, 2013
    Posts:
    61
    Haha no worries glad to help.
     
  40. ISH_the_Creator

    ISH_the_Creator

    Joined:
    May 8, 2013
    Posts:
    165

    Wow you are man who sticks by his word, You provide great support and your products are always sound.

    Thanks for your update.

    You had me at "HEY"

    You had me at "HEY"

    :D
     
    Tryz likes this.
  41. Tryz

    Tryz

    Joined:
    Apr 22, 2013
    Posts:
    3,399
    Thanks @relacon ! It's nice to hear you guys like them. :D
     
  42. Tryz

    Tryz

    Joined:
    Apr 22, 2013
    Posts:
    3,399
    Awesome!

    Are you using an Xbox controller by chance? Someone else reported something similar and it turns out that I can rotate with the mouse, but not the Xbox controller. Working on that now.

    I'm just wondering if it's the same thing.
     
  43. Tryz

    Tryz

    Joined:
    Apr 22, 2013
    Posts:
    3,399
    That sounds like what Kuro had happen.

    Can you email me at tim@ootii.com and I'll reply with the change that worked for him. That's probably the best place to start.
     
  44. GXMark

    GXMark

    Joined:
    Oct 13, 2012
    Posts:
    506
    What is the best way to setup MMO THIRD_PERSON_FOLLOW and ADVENTURE THIRD_PERSON_FOLLOW modes into a game. I would like my game to switch between these two rig systems. I noticed that the Motion Controllers allows for settings up both rigs but not at the same time. How would I do this? How would I switch via script between them? I also noticed the first person modes of the two types are the same is this correct. How would I change the shoulder view into a first person view hiding the player?

    I also noticed a blipping in the MMO with the new Adventure Camera Rig almost like it was blipping back behind the player when stopping sometimes.
     
  45. Tryz

    Tryz

    Joined:
    Apr 22, 2013
    Posts:
    3,399
    I'm not exactly sure what you're trying to achieve, but I'll answer as best I can. :)

    There's really no reason they can't be setup at the same time. The trick would be to change the priority. Since they have the same exact triggers that activate them, they both want to be activated at the same time. That's why I treat them as mutually exclusive.

    With the ACR, you may notice that "Walk Run Pivot" and Walk Run Strafe" are enabled at the same time. However strafe has a higher priority and a check box that makes the triggers slightly different.

    So, however you're wanting these two motions to work together... you probably want their triggers to be different. By that, I mean the conditions set in the TestActivate() function.

    You can force a motion to activate by calling the ActivateMotion() function on the motion controller. It takes a name, type or motion. Check out the Jump motion at line 627... I do exactly what you're asking.

    Correct, they do use the same view. It's the "Alt Anchor" properties on the ACR. You can make it first person by changing the "Alt Anchor Offset" property. Then, to have the character fade, just make sure the fade settings match your new offset.

    I'm not really sure what you mean by "blipping". Can you describe it more or send a screen shot? I'm wondering if the camera is being pushed into the character and the character is fading out... then in? Is that what you mean?
     
  46. camsha

    camsha

    Joined:
    Nov 18, 2013
    Posts:
    11
    I've just picked up MC and I am enjoying it so far. I'm playing around with creating my own character in the Labs demo. I seem to have it mostly working, but I am running into trouble walking over very small vertical steps. I just get stuck and have to turn back or jump over. The problem doesn't occur when I use the scientist, just with my custom character. I have tried to keep the settings the same between the two characters. My ActorController StepHeight is 0.3. Any clue what I might be doing wrong?


    Further testing reveals that this is not my only problem. I am able to pass through some colliders, even falling through the floor when I walk near the walls. Again though, only with the character I set up.

    Ok. Working it through. I couldn't get over the lip until I bumped the max slope up from 40 to 55. The colliders I am passing through are the ones on the "Nothing" layer -- the ones that are intended to be climbed.
     
    Last edited: Dec 7, 2015
  47. Recon03

    Recon03

    Joined:
    Aug 5, 2013
    Posts:
    839
    Tim the new update look great, but does it still work for mobile ?? such as Android and such?
     
  48. FargleBargle

    FargleBargle

    Joined:
    Oct 15, 2011
    Posts:
    770
    @camsha: The first time I tried setting up my own character, I thought I could just copy the Actor Controller and Motion Controller script settings from the Scientist to the new character. Not quite. While most of the settings copied over fine, the Body Capsule and Foot Sphere at the bottom of the Actor Controller script no longer worked properly. It's best to just Auto Create them on the new character using the button provided, and tweak them if necessary. If you don't set them up right, the colliders may appear to be there, but they won't work right, and you'll see all kinds of weird stuff. I'd look there first. If that doesn't work, maybe Tim has more to add.

    Keep in mind as well that these colliders aren't "real" Unity colliders, but part of the Actor Controller. If you want to interact with other colliders and triggers in your game, you'll still need to put a collider and rigid body on the character.

    As for the "Nothing" Layers, it sounds like you don't have your climb layers assigned yet. The demos use layer 9 as "Climbable", layer 10 for "Ladders", and layer 11 as "Scalable" (for wall climbing). If you add those values to your layer list, they'll show up as the default layers in the Motion Controller options pane when the climb options are selected.
     
  49. camsha

    camsha

    Joined:
    Nov 18, 2013
    Posts:
    11
    Thanks! This was the piece I was missing. The Scientist had the correct value for his collision mask, but with these three layers not added to my project, they won't show up in the inspector drop down. It's all good now. Time to have fun.
     
  50. Tryz

    Tryz

    Joined:
    Apr 22, 2013
    Posts:
    3,399
    Hey @camsha ,

    It's 7 am here and just saw the posts, but it looks like you and Fargle got it all worked out.

    My first thought when I was your post about not going up the side... was the angles. Because they are beveled, the AC treats them like ramps. So, bumping that angle up, in this case, was right.

    For the layers... Unfortunately, I can't include the layer setup in the package that gets created since they are part of the whole project. If I try to, it includes all of the project settings which forces all your project's settings to update. I figured that was dangerous.

    I'll add this info into the documentation for others. :)
     
    Last edited: Dec 7, 2015
    BackwoodsGaming likes this.