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[RELEASED] Horse Animset Pro 3

Discussion in 'Assets and Asset Store' started by Malbers, Dec 22, 2015.

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Horse Animset Pro 3 Priority Features (* Complexity)

Poll closed Feb 15, 2017.
  1. Combat While Riding (Melee) ***

    13 vote(s)
    50.0%
  2. Combat While Riding (Ranged) ****

    14 vote(s)
    53.8%
  3. Pegasus **

    6 vote(s)
    23.1%
  4. Cart/Carriage/Wagon Pull **

    11 vote(s)
    42.3%
  5. Horse Sounds *

    12 vote(s)
    46.2%
  6. More & Stable Integrations (Realistic FPS Prefab, UFPS, Otti's, Opsiive TCP... etc) **

    16 vote(s)
    61.5%
Multiple votes are allowed.
  1. spottedzebra

    spottedzebra

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    OK, thanks for letting me know.

    Unrelated follow up questions:

    1) It seems often the arrows will bounce off a wall if the angle is just so, is there anyway to prevent that?

    2) It seems the arrow oftentimes gets stuck in ground behind the player/horse -- or even in the player. I've turned off the hit mask between the arrow and animal but can't seem to solve the problem of shooting and hitting the ground behind me. Any ideas?
     
    Last edited: Nov 14, 2017
  2. Malbers

    Malbers

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    Humm, I need to check that to se if I can fix it..

    I'd there some way I can reproduce that issue?
     
  3. spottedzebra

    spottedzebra

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    I have a simple hallway with some targets I created using ProBuilder plus a horse and rider. I'd be happy to send you the project to see for yourself. Is there a way to contact you?

    And here's an image which depicts the issue. I fired the arrow more or less directly ahead and at a slight angle upward. The horse has "always move forward" enabled:

     
    Last edited: Nov 14, 2017
  4. Malbers

    Malbers

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    write
    Write me to malbers.shark87@gmail.com
     
  5. xercool

    xercool

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    Hi guys!

    I use OpsiveTPC and UMA Integration (now with 2.7 beta version).

    So I've deleted Animator component from my character controller and..... HAP is not working!

    What is the right solution to get UMA + OpsiveTPC + HAP working?!

    Thank you all.
     

    Attached Files:

  6. eaque

    eaque

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    HI Malbers,

    I bought your asset on sale cause i've always been watching it and couldn't miss the 50% deal!!!!
    I tried it a bit last night, MAN IT S FANTASTIC! So professional it's definitely better than a lot of horse controllers in so called AAA games. I have a long way to go to master it but few questions that came at first glance, sorry if those are noob questions :
    -i use third person template from unity same as yours in the files. It took me 2mn to get my character on horse!!! :)
    seems the character can rotate way too much on its Y axis when turning, so that reins get away from his hands...Is there an angle constrain or something? sorry if i missed it in the doc...

    -Is it possible to use those models, i really need to ride a dromedary...;)
    https://www.assetstore.unity3d.com/en/#!/content/24223
    https://www.assetstore.unity3d.com/en/#!/content/24869

    Thanks in advance
     
    Malbers likes this.
  7. anunnaki2016

    anunnaki2016

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    @Malbers need integration ufpsMP :) Christmas is coming ahahah^^
     
  8. fjblaya

    fjblaya

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    Hi Malbers, good job, I really loved it.
    It's worth buying.
    I'm working with him, but the camera gets inside the terrain.
    I would like to know if there is any way that the camera does not collide with the terrain and with the objects that have collider.
    Any suggestions?
     
  9. Salja

    Salja

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    hey i use ootii and unity 5.6.4p1 and i have a lot of warnings and errors when i place the ootii prefab of the horse into the scene the warnings on errors only happend when the horse is in the scene

    Screenshot_2.png
     
  10. khos

    khos

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    Hi Malbers,
    I purchased your wonderful asset recently, demo scenes work a treat but I am trying to add this to my own scene, unfortunately am encountering some issues, see warnings: errors.JPG

    The Layer warning is coming from code:
    void OnAnimatorMove()
    {
    if (Anim.GetNextAnimatorStateInfo(MountLayerHash).IsTag("Unmounting"))
    {
    _transform.position = Anim.rootPosition;
    _transform.rotation = Anim.rootRotation;
    }

    Line:
    if (Anim.GetNextAnimatorStateInfo(MountLayerHash).IsTag("Unmounting"))

    Could I ask why am I seeing the warning on this line?

    Can I ask if you have a tutorial available to add your scripts from scratch to own third person player (with several other scripts such as final IK etc)? Any advice would be most welcome as I am eager to get your asset added to my open world archaeology game :)
     
  11. Malbers

    Malbers

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    Hi there guys!!

    Sorry for being away for two weeks I was visiting my family on Cuba but Im back and with a ton of work done!
    I will be uploading the new updates for all my assets this week....

    which will include a bunch of demo scenes , and ready to use integration with HAP3 for all the poly art animals and little dragons.. so you don't have to make any weavy work :)

    also I will be working on the documentation for all my scripts so you can understand better what I have being done :)

    Cheers
     
    julianr, sjm-tech, khos and 1 other person like this.
  12. Malbers

    Malbers

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    Thanks for the Purchase!!
    you can remove all the OnAnimatorMove()

    it works without that...
    in fact I'm making a new update with all that issues fixed and a bunch of new stuffs. so stay tuned next week

    Important question!
    which version of unity are you using?
     
    Last edited: Dec 8, 2017
    jangomoose likes this.
  13. Malbers

    Malbers

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    I haven't made anything with UMA yet :(
     
  14. Malbers

    Malbers

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    the reins are cloth simulated (and simulations can get a bit crazy sometimes... I believe they behave just fine now :) but yeah... sometime they get out of the hands when a rough movement is made... I will search for a better solution affter I solve all new stuff im working on for the asset
     
  15. Malbers

    Malbers

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    I will take a look into that...!

    the new Update Im working on for HAP is using 5.6.1 ... and is working great alone...

    I will test it out with ootii to see if I get the same errors
     
    Salja likes this.
  16. khos

    khos

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    Hi there, I am using Unity 2017, I'm struggling to get your horse/scripts to work in my scene. My Player uses Final IK, when I mount the horse the feet/lower body will move with the horse but not the upper body... even if I try to disable all the scripts on the player (incl final IK) it does not seem to help. I 'm wondering how to approach this.

    Also in your demo scenes I notice that when the rider mounts the horse the player object disappears in the hierarchy, is it moved as a child to the horse? I could not see where the rider object goes.. maybe this is part of my issue as my player object stays at root/parent level when trying to mount.
    Any help would be appreciated, I'm eager to get your asset working on my game :)
     
  17. khos

    khos

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    How do we configure our own animals to be ridable?
     
    Malbers likes this.
  18. khos

    khos

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    Hi Malbers, sorry for the additional post. I noticed that your asset always wants to use layer 20 for "Animal", message:

    Setting up layers. Layer [20] is now called [Animal]
    UnityEngine.Debug:Log(Object)
    MalbersAnimations.AnimalLayer:CreateLayer() (at Assets/Malbers Animations/Common/Editor/AnimalLayer.cs:37)
    MalbersAnimations.AnimalLayer:.cctor() (at Assets/Malbers Animations/Common/Editor/AnimalLayer.cs:17)
    UnityEditor.EditorAssemblies:processInitializeOnLoadAttributes()

    I already use layer 20 and use with GetComponent.<Camera>().layerCullDistances on other objects so it is not easy for me to change my huge scene to suite your asset requirement, why must layer 20 be Animal? Can this be changed to be added to the last empty/available layer please?
     
  19. eaque

    eaque

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    Hi,
    Guess reins are doing perfect it's just the upper body of the rider that rotates 360...Can we lock it's rotation to certain angle?
     
  20. Malbers

    Malbers

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    you mean that the rider turn around like the exorcist? that should not be doing it... In fact the Rider Should not rotate at all when is riding... can you share a video of the problem?
     
  21. eaque

    eaque

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    like the exorcist right!!:)
    my bad it was because of third person user script not desactivated! it's fine now!
    Didi you check my link to the dromedary cartoon to know if i could ride it with your asset?
     
    Malbers likes this.
  22. Malbers

    Malbers

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    With the new Update I believe I can ride the dromedary.... I need to check first if I can do it :)
     
    khos likes this.
  23. Malbers

    Malbers

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    the layer 20 (animal) should not matter. I use it just to avoid having the animals on the same layer as the Ground Layers on the animal script.. that is the only use I give that layer
     
  24. Malbers

    Malbers

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    Im preparing to make a tutorial on how to make any animal rideable without using my animations... lets hope it works

    for now here's is what you can do ..

     
    John-G, Rowlan, recon0303 and 3 others like this.
  25. khos

    khos

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    I would love this feature too! It will suite my game very much.
     
  26. khos

    khos

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    Thanks for your reply, I could work around this layer 20 of course but would be nice if this can be customised, or maybe say where in the code this is set?I'd like to understand why layer 20 is always set, possibly change it for my game. Hope that is ok.
     
  27. khos

    khos

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    That would be most excellent, thanks Malbers. Hopefully this will help with our own setups.
    Currently my issue I think is that when I add your 3rd person rider script to my player, select the horse to mount, add the components to disable I find that when mounting the horse it does not move my player object to the mount point on the horse as a child, also the rigidbody is not set as kinematic, also my components on the player that should be disabled do not get disabled.. I could create my own script to handle this but wonder why your script is not doing this (as it is on the demo scenes)? I'm a bit confused currently, would be great to figure this out soon :)
     
  28. eaque

    eaque

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    Hi Khos,

    So you need to ride a dromedary too? i love it! do you use the same as mine ? what kind of game are you making?
    If you can make your animal ridable with this asset we would all love to see it !!;)
    Btw guys you can check my project here where i already made my controller for the dromedary but nothing fancy like Malbers!:p

    Hope you don't mind i post it?

    https://forum.unity.com/threads/tak...-of-takeshi-one-man-game.505741/#post-3298015


    Cheers
     
    Malbers likes this.
  29. eaque

    eaque

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    As you can see in my link this animal is very important for my game so if ever you need the asset to check let me know?

    I really like what you call the "fake IK" in your docs, the result is fantastic! i don't even understand what IK really is !!:oops:

    I didn't have a look at the cart asset but i tried the demo and i love it very much!! thanks for that too!:):)

    Thanks in advance
     
    Malbers likes this.
  30. Zymes

    Zymes

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    Please make a low poly horse for this.
     
    Malbers likes this.
  31. khos

    khos

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    Hi eaque,
    I see your game, looks interesting, my game is also Egyptian based, but around archaeology, finding clues from research made and actually digging (uses softbody type tech on terrains) for relics/treasure/dinasour bones.. in an open world, find caves/tombs..have been at it for some time now, see thread here for some random screens etc:
    https://forum.unity.com/threads/dig-it-archaeology-exploring-game-wip-and-steam.462236/#post-3174037
    I'm not only focusing on Egypt but other locations where you might find some amazing history like the Incas, England and stonehenge. I like the idea of being able to mount a camel and use that as transportation, but also horses for my other levels. Have you been able to get Malbers asset to work in your game?
     
  32. Malbers

    Malbers

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    the Script used to change the layers is this one:
    upload_2017-12-11_21-9-42.png
    You can modified it to your needs :)

    again I just used it to set the animals on a different layer than the ones I use for the ground nothing more :)
     
    Last edited: Dec 12, 2017
  33. Malbers

    Malbers

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    done!
     
    eaque and Rowlan like this.
  34. Malbers

    Malbers

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    the function to enable and disable monbehaviours componets is located on the Rider script
    upload_2017-12-11_21-25-51.png

    that is called to turn off the monobehaviours on the list when the Rider start the mounting animations
    and is called to turn them on when they finish the dismounting animations.

    it has being working always :)

    so is very strange that is failing now :(
     
  35. Malbers

    Malbers

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    amazing work! and all by yourself :eek::eek::eek:

    you are a hero!! :D:D
     
    eaque likes this.
  36. MrG

    MrG

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    Don't the high poly originals have LOD's ?
     
  37. Malbers

    Malbers

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    yes they have LODs , I added also this ones, which are carefully modelled to match all my other poly art animals
     
  38. Rowlan

    Rowlan

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    I really loved how you made the cowboy ride the dragon. Made me buy HAP. However, needs a wizard imo :D
     
    Malbers likes this.
  39. Zymes

    Zymes

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    Amazing!

    Maybe in the future you can do oxen that fits with the carriage? Oxen are used for farming and pulling carriage. Would be cool to see that carriage mechanic with other animals.
     
    Malbers likes this.
  40. eaque

    eaque

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    Thank you so much much for those very kind words, it goes straight to the heart !!:):):)
     
  41. Malbers

    Malbers

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    Theorycally they work all my animals even the dragons :)
    I need to make the tutorial on how to do it...

    Also I need to polish a bit more the carriage mechanic, sometimes they get a bit crazy when you ramp a carriage into another hahah, that is because they are physic based.. but with a bit more twining I believe I can do it
     
  42. khos

    khos

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    Hi eaque, would it be possible to ask how you got your camel to work with Malbers scripts? Did you have to change any of the rigging? Hopefully you would not mind to share a bit? Would be much appreciated :)
     
  43. Malbers

    Malbers

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    Guys with the Unka Update I just set all the bases to make the Pegasus... so that should be a lot easier :)

    and no worries all updates from now own will be free :)

     
  44. hopeful

    hopeful

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    That's really awesome what you've done there. :)
     
    BackwoodsGaming likes this.
  45. 99thmonkey

    99thmonkey

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    What's Unka? Where can Unka be found? I've never heard of it. :)
     
  46. khos

    khos

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    Thanks, I have changed it to 30, will give that a try!
     
  47. khos

    khos

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    Hi Malbers,
    So I have been trying myself but am struggling to get my player components to stop, it's really quite weird why they do not disable. As you say your function Start_Mounting() controls disabling of the components, as a test I added manual events this:



    1.JPG
    But noting changes when I try to mount the horse!
    In the game I see:
    2.JPG
    And components are still enabled and also in the console view NO Debug.Log "Run" message is seen,
    I notice in the console while running the game I see a warning:
    Animator.GotoState: State could not be found
    UnityEngine.Animator:play(String, Int32)
    MalbersAnimations.HAP.Rider3rdPerson:Run_Mounting() (at Assets/Malbers Animations/Horse AnimSet Pro/Scripts/Rider/Rider3rdPerson.cs:230)
    MalbersAnimations.HAP.Rider3rdPerson:Update() (at Assets/Malbers Animations/Horse AnimSet Pro/Scripts/Rider/Rider3rdPerson.cs:177)

    Points to this code:
    3.JPG

    Why am I having these troubles? I'm using Unity 2017, that should be ok, right?
     
  48. Malbers

    Malbers

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    A new Update for Horse Animset Pro is Online on the store..

    A bunch of bug fixed
    Updated Animal script (Unka compatible Update)

    Try this new update to see if your problems are solved
     
  49. Salja

    Salja

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    The error Assertion failed on expression: 'Thread::EqualsCurrentThreadIDForAssert(Thread::mainThreadId)' is still not fixed but i found out when the horse is not in the range of the player then comes the error

     
  50. khos

    khos

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    Hi Malbers,
    I am not having much luck it seems, I updated but still my player scripts are not disabled when mounting, also the player object is not moving as child to mountpoint on horse, rigidbody is not set to isKinetic..no errors are shown, see screenshot:
    Untitled.png
    Why is this not working? How can I debug this? Is my player scripts that are at fault? I'd appreciate any help on this.