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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. jailbar

    jailbar

    Joined:
    Nov 21, 2012
    Posts:
    49
    Is there a list of all new features in the next update?

    Also, any idea when the new update is going to happen!

    Very excited for it, I hope it is coming soon!!!
     
    Malbers likes this.
  2. Malbers

    Malbers

    Joined:
    Aug 7, 2015
    Posts:
    2,558
    List for the next Update so far:


    Animations:
    Cantering (Done)
    Eating (Done)

    Sleeping Standing,
    2 more Iddles.
    Resting on floor (Not available with rider on top, That will be weird ;))
    Sprinting 4th Speed (Done)
    Taking damage (2 animations)
    More deaths
    Falling Idle.. (When Jumping from High places)
    Recovering Fall
    Attack front and rear legs

    EDIT: Swimming animations!!
    Layer Animations for Head/Neck Movement

    Modelling:
    For now.
    One armor
    Poly Art Style
    HighPoly Mesh for desktop


    Programming:
    -Locomotion for Terrain (Done!)
    -FPS controller with Standard Asset (Done!)
    -UFPS Support
    -IK hands?


    I will publish the first monster form the Monsters Pack at the end of this week so I will start working on the horse on the update after that.

    Happy Riding to all
     
    Last edited: Apr 15, 2016
    Teila and lermy3d like this.
  3. Pandur1982

    Pandur1982

    Joined:
    Jun 16, 2015
    Posts:
    275
    For the IK Hand you can take a look here :
    :D
     
    MIK3K and Malbers like this.
  4. Malbers

    Malbers

    Joined:
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    Pandur1982 here is a solution to make the horse work on terrains.. just add the 2 lines of code for the rotation.. to the Horsecontroller Fixposition method.
    Im working already on the next update...;)

    Code (CSharp):
    1.     void FixPosition()
    2.     {
    3.         RaycastHit hitpos;
    4.         if (Physics.Raycast(MonsterCollider.bounds.center, -transform.up, out hitpos, 100))
    5.         {
    6.             //get the current distance between the collider and the floor
    7.             currentdistance = Vector3.Distance(MonsterCollider.bounds.center, hitpos.point);
    8.         }
    9.    
    10.         // Correct Rotation for the character in terrain *******************these two lines of code*************
    11.         Quaternion finalRot = Quaternion.FromToRotation(transform.up, hitpos.normal) * transform.rotation;
    12.         transform.rotation = Quaternion.Lerp(transform.rotation, finalRot, Time.deltaTime * 5f);
    13.  
    14.  
    15.  
    16.         float x = Height + anim.GetFloat("JumpCurve");
    17.  
    18.         //adjusting the correct distance
    19.         if (currentdistance != x)
    20.         {
    21.             float diference = x - currentdistance;
    22.             transform.position = Vector3.Lerp(transform.position, transform.position + new Vector3(0, diference, 0), Time.deltaTime * 20f);
    23.         }
    24.     }
    25.  
     
  5. wood333

    wood333

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    Would you consider an update so the horse can swim across water?
     
  6. Malbers

    Malbers

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    I will make the animation for swiming, thanks for remind me that !! I forgot horses can swim also haha,
    cheers!!
     
    Teila and wood333 like this.
  7. juhbee

    juhbee

    Joined:
    Feb 17, 2016
    Posts:
    4
    Looking forward to the first person capabilities, any specific time you're planning the update?

    Keep up the great work! I love to see an asset become even better from when I purchased it.
     
    Malbers likes this.
  8. jangomoose

    jangomoose

    Joined:
    Feb 17, 2016
    Posts:
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    I have been trying this in VR, works great to a point. Wonder if you could add turning animations where just the neck and head rotate smoothly. I.e the galloping/ trotting horse just continues to run with no added turn animation but the head turns in the relevant direction.
     
  9. Malbers

    Malbers

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    I got a bit behind on the schedule, cause I got a tons of work on my dayjob and with the asset I was working, I was planning to have it ready by the end of this month but is only one week left (and is a big list), but is my main priority to keep it growing my first baby so I will keep you all update!!
    Happy Riding to all!!

    Note: This is the asset I finished if you want to know ;)
     
    LudiKha and one_one like this.
  10. Malbers

    Malbers

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    Added to the queue... cheers jangomoose
     
  11. one_one

    one_one

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    Those are some pretty good looking animations on that monster!
     
    Malbers and jangomoose like this.
  12. Malbers

    Malbers

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    christoph_r Thanks bro, I love make High quality animations!
     
  13. Pandur1982

    Pandur1982

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    Jun 16, 2015
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    Thx for the code i will test it when i am at home
     
  14. Malbers

    Malbers

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    Hey guys don't think I forgot you!! here are some updates

    Sprinting animations (Forward and turning R/L) Done!
    FPS with standard assets FPS controller DONE!
    Cantering animations (Forward and turning R/L) DONE
    More models Done!! (just texturing now .)
    Terrain Locomotion Done!! New Horses Forum.png New Horses ForumWire.png
     
    montyfi and one_one like this.
  15. hopeful

    hopeful

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    Nov 20, 2013
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    5,628
    Is there a move backward animation? I don't know how often real horses move backward, but I can see where it might be useful in a game.
     
    Malbers likes this.
  16. jangomoose

    jangomoose

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    Feb 17, 2016
    Posts:
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    Excellent, well done.
    If you ever get bored you could do a show jumping type jump to go with the cantering!
    Oh and a saddle without the blanket. :) They are brilliant how they are but game devs are never happy.
     
    Last edited: Apr 1, 2016
    Malbers likes this.
  17. Malbers

    Malbers

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    Yes, hopeful theres a backward animation from the first update ;)
    give a try to the web player demo..
     
    Last edited: Apr 1, 2016
    hopeful likes this.
  18. Malbers

    Malbers

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    Hahaa ok I will include one more saddle with the new horse, also a medieval armor.
     
    Teila likes this.
  19. jailbar

    jailbar

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    Nov 21, 2012
    Posts:
    49
    Glad to see you got the FPS Standard Controller working. I hope you have similar success with UFPS Controller too!
     
    Malbers likes this.
  20. Malbers

    Malbers

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    UFPS is a little more tricky, I'm saving that for the end haha...
     
  21. wood333

    wood333

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    May 9, 2015
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    When you add the horse swimming animation, will you alter your controller to detect water and trigger the swim animation?
     
    Malbers likes this.
  22. longroadhwy

    longroadhwy

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    Does your asset work Opsive's Third Person Controller?
     
    Malbers likes this.
  23. Malbers

    Malbers

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    Yeap I works very well actually, just follow the tutorial in the documentation,
    but in case you have any trouble just write me.


    Also Pandur1982 Tested it with Kubolds Movement Animset Pro, and works amazing but for this you need to have Playmaker also
     
    Last edited: Apr 3, 2016
  24. Malbers

    Malbers

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    the controller is allways casting a ray to the floor, I will just ask if the layer of the hit object is water, then i will trigger swim animations, in the right position of course
     
    wood333 likes this.
  25. jangomoose

    jangomoose

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    Feb 17, 2016
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    The updates are all Super Duper can't wait, so out of interest when do think they will get updated on the store? Not that I don't have enough to do in the meantime :)
     
    Malbers likes this.
  26. Malbers

    Malbers

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    I have to finish it first!, :D

    I've been swamp on work, but every day I do an animation, write some code, or make some textures
    2 of the 4 new horses are ready and working on unity, Poly art horse, and minecraft horse are next.

    Heres a sneak peak:
    Horse-Swimming.gif
     
    Teila and hopeful like this.
  27. jangomoose

    jangomoose

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    Feb 17, 2016
    Posts:
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    That is a lovely animation! Perhaps I'll take a bridge out so it has to get used :)
     
    Malbers likes this.
  28. montyfi

    montyfi

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    Aug 3, 2012
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    548
    Are you planning to increase price?
     
  29. Malbers

    Malbers

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    Nope, same price for this update
    In the future for the update 3 maybe yeah... because is on plans add the Pegasus feature, and a bunch of things I have in mind, but update 3 is on queue, I have 3 or 4 more new assets, with great animations after this big update, then I will get in to update 3.
     
    montyfi likes this.
  30. Pandur1982

    Pandur1982

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    Jun 16, 2015
    Posts:
    275
    Good to see the new Feature on the Asset and the Horses are beauty,Horsito 2.0 looks really great dude :D
    Make you the saddle as Seperate Object(mesh) on the new horses?so the Player can riding with saddle or no saddle?
     
    Teila likes this.
  31. Malbers

    Malbers

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    Yeah saddle are separates for the new horses , just like they are right now with the current horses. :)
     
  32. wood333

    wood333

    Joined:
    May 9, 2015
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    851
    We have a small feature request that would make it easier for us to use characters with root motion. When the Horse Animset Pro character dismounts, RiderControllerMounted script disables the Player root motion. We think you do this because your horse uses root motion, but your cowboy does not.

    We want to be able to use Player characters either with root motion OR without root motion. So, please let us choose whether root motion is disabled on dismount or not by adding a check box in the inspector titled something like "Disable Root Motion On Dismount". That way we don't have to comment out line 131 of the RiderControllerMounted script manually whenever we use a player with root motion.

    Hope that makes sense.
     
    Teila, Malbers and hopeful like this.
  33. Malbers

    Malbers

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    Already Done!!
     
    hopeful likes this.
  34. wood333

    wood333

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    WOW! That's what I call Super Service!
     
    Malbers likes this.
  35. Malbers

    Malbers

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    Hey guys Here are some updates:



    Enjoy!!
     
    wood333, MIK3K, Teila and 3 others like this.
  36. dansav

    dansav

    Joined:
    Sep 22, 2005
    Posts:
    499
    Fascinating. Like watching a good western.
     
    Malbers likes this.
  37. longroadhwy

    longroadhwy

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    Do you have an estimated release date for your next update?
     
  38. Malbers

    Malbers

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    Next Week tops I will be Uploading to the asset store V 2.0, I was working on the falling Logic,
    After that there only left to do
    the poly art model and Horsito 2.0 textures, armor, minecraft textures.

    UFPS Compatibility will be delayed for the next update, (UFPS is a big monster so I need to fight it with more time!!)

    One New featured included,
    Fully compatibility with Invector 3rd Person Controller (Invector Camera issue Solved)

    even thought theoretically is compatible with every 3rd person controller,
    It has been tested with Opsive 3rd Person Controller and Kubold Movement Animset Pro

    So we are on track.....ish!!



    Cheers Malbers
     
    Teila and hopeful like this.
  39. longroadhwy

    longroadhwy

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    Great news indeed. Looking forward to the next release.
     
    Malbers likes this.
  40. Goofy420

    Goofy420

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    Apr 27, 2013
    Posts:
    248
    This is awesome. Could you add an animation with the cowboy spooning the horse while they rest? Joking aside, how about lasso idle, lasso throw, lasso retract.
     
    Malbers likes this.
  41. pixelsteam

    pixelsteam

    Joined:
    May 1, 2009
    Posts:
    924
    So glad I bought this...fantastic work.
    What would be the trick to swap out the character for a different one?
     
    Malbers likes this.
  42. Malbers

    Malbers

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    haha, nice one!!

    the plans for future updates is to add combat animations when mounting, such as bow, pistols, rifles and also lasso throw (this one is tricky), but for this update is all I've been working (Falling logic, swimming logic, terrain logic, horse attacking , sleeping, eating, compatibility with other assets, etc)

    Step 1: Put your model as a child of Rider Controller Humanoid and delete or Hide the Cowboy
    Step1.png

    Step 2: Change the avatar to your avatar's model and that it,(Remember it has to be a Humanoid Rig) Step2.png

    Hope it helps
    (Soon I will create Tutorials on how to use it with other 3rd person controllers also)


    Cheers Malbers.
     
    jangomoose and montyfi like this.
  43. longroadhwy

    longroadhwy

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    @Malbers

    >>the plans for future updates is to add combat animations when mounting, such as bow, pistols, rifles and also lasso throw (this one is tricky),<<

    Do have a timeframe (best guess) on when these changes will be available?
     
  44. Malbers

    Malbers

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    hey longroadhwy First I need to finish this update,
    which is taking more time than I expected, but the wait will be worthy, then I need to work on some other asset I put on hold to finish this update. other easier assets then I will return to my first baby, so maybe 3 month from the release of Horse 2.0 I will start on Horse 2.5 (Combat logic)

    I have a biiig big list for things to inlcude to this asset, waggon logic, Pegassus, but I can't do it all at the same time :)
    But I'm shure you will all enjoy deeply the future development of the Horse Animset Pro

    MeanWhile another sneak peek of the current work!

    6d228e78-d53a-4cd2-a6d8-433ee5ea529e.jpg cab.jpg
     
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  45. Teila

    Teila

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    Hmm, I use UMA, so the characters are generated at runtime. Could you consider a way to allow us to use UMA characters as riders?

    We also use Opsive's 3rd person controller, so if there is a way to integrate that, it might solve the UMA problem as well.
     
  46. Malbers

    Malbers

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    Opsive, Invector and Kubold 3rd Person Controllers ... This are the tutorials I will make for you guys!

    Cheers
     
    woedev and Teila like this.
  47. longroadhwy

    longroadhwy

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    Another vote for Opsive 3rd Person Controller.

    That looks like a good list of items for future releases of this asset. Looking forward to your next release.
     
    Malbers and Teila like this.
  48. Pandur1982

    Pandur1982

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    the updates look so cool dude cant wait for it,at time i work on top down and it works :D
     
    Malbers likes this.
  49. cryogee

    cryogee

    Joined:
    Aug 6, 2009
    Posts:
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    Very primitive question

    a. How do I start the game with the rider already mounted. I tried to create a prefab by mounting the horse and then pausing the game and create prefab, but that didnt work.?
    b. When can we have a good looking lasso to go with this?
     
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  50. Malbers

    Malbers

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    a. that's a very interesting question, the first release was with the rider already mounted (mainly because I didn't have mounting or dismounting animations), so I will make that option available again! :)

    b. the lasso will be on queue to the next major update 2.5 , (not this one 2.0)

    Amazing Pandur I will love to see a video of the horse in a top down scenario
     
    Last edited: May 5, 2016
    Pandur1982 likes this.