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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. ACharrier

    ACharrier

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    Hi guys,
    Just few words to tell you that our team (Nukeygara ;)) made a video tutorial concerning the nice post of Wigglypuffs above. So this tutorial quickly shows how to use Akeytsu to add a new quadruped in Horse Animset Pro. We hope it will help.

    Enjoy ;-)
    Aurelien

     
    Malbers likes this.
  2. Malbers

    Malbers

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    Yes! I have already fix that :) wait for the next update soon :)
     
    DenisFernandes likes this.
  3. Malbers

    Malbers

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    AMAZING WORK!!!
     
    ACharrier likes this.
  4. mattallen54

    mattallen54

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    This error is giving me problems;

    Assets/Malbers Animations/Horse AnimSet Pro/Integration/Invector/Melee/InvectorHAPLinkMelee.cs(190,23): error CS1061: Type `MalbersAnimations.HAP.Rider3rdPerson' does not contain a definition for `IsRiding' and no extension method `IsRiding' of type `MalbersAnimations.HAP.Rider3rdPerson' could be found. Are you missing an assembly reference?

    I'm using Invector_Shooter 1.2.0 and I've imported in the integration files... not sure if maybe you have a fix for this already?
    Any help would be greatly appreciated!
    Keep up all the good work!
     
  5. pegassy

    pegassy

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    I am working on a 2.5D side scrolling game. I like it that the character can mount from the back, since I can have the mount stay parallel to the horizontal axis and on the same vertical plane with the player. However, the character dismounts to the left side all the time, taking the player to a different axis out of the 2D playing plane. Is there a way to have the character always dismount to the same vertical plane as the mount? For example, always dismount with the same jumping from back animation? What controls the dismount location? Thank you for the awesome asset.
     
    dominguez2015 likes this.
  6. Malbers

    Malbers

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    Try Changing IsRiding for isRiding.... :)
     
  7. Malbers

    Malbers

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    The dismount animations is set by the last Mount trigger used by the rider
    the Dismount ID is the Transition values to the Dismount animation.. so changing that value on the Mount Trigger will change how the rider will dismount
    upload_2018-4-16_16-51-54.png
     
  8. Quaaaid

    Quaaaid

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    (Fixed the problem I posted before, editing now as i have a new problem :p)

    Hey guys, what is the best way to significantly lower the turn speed when at a gallop?
    I tried to edit the two values on Animal -> Ground -> Run Speed, but there are problems setting a negative "additional Run Turn Speed" and tweaking the "L" value isn't what I want at the moment. I cant find another way to make it so tapping left or right only moves the horse a fraction when your at top speed, whilst holding it wont swing it about at unrealistic speeds whilst at full gallop (im implementing jousting so i need to make fine adjustments at speed to line up with the target)

    Thanks :)
     
    Last edited: Apr 17, 2018
  9. pegassy

    pegassy

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    Thank you for the help. I was able to solve the issue by deleting all the triggers except the back trigger. Then I changed the dismount animation to a -1 speed of the back mount. It is looking a little weird since the player tries to jump back from the horse, but kinda goes through the back of the horse (ouch). I am looking for a way to make it the exact opposite of the regular mount animation.
     
  10. pegassy

    pegassy

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    I was able to turn Opsive TPC's Blink (the horse) to work in a 2.5D style control, but I am having a hard time turning the HAP horse controller to do the same. Basically, I would like to have a system where when I press the left arrow it will turn left and then continue moving left, and the same for right. Currently it only moves forward with the up key. Since TPC's animation system is code based, I could not transfer what I did with Blitz to "Horse for Opsive"'s "Horse Animset Pro 3.0" animator controller. Do you have any integration files that I could use to make it work with the pseudo-3D mode of TPC more quickly? Thank you.
     
  11. pegassy

    pegassy

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    Also, the horse in 2.5D scene seems to keep trying "drop off an edge" while there really isn't any height to drop from. I am using Unity's regular terrain and tried to make it very smooth. Despite that, it seems to keep playing the fall animation out of the blue. Any idea what I should be changing?
     
  12. pegassy

    pegassy

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    I found the reason for this behavior. The horse with the "animal" layer seems to be interacting with the "default" layers of different test triggers that I have. Even though these are trigger colliders, probably a sub layer inside the horse is causing those triggers to be seen as colliders to fall from. I could not find a solution other than disabling the colliders. Any ideas?
     
  13. pegassy

    pegassy

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    I also noticed that I cannot add a permanent constraint to horse's Z position. Probably something in the code cancels this a soon as I hit play. Therefore the horse can still travel out of the Z axis, and in the 2.5D gamestyle, I would like to keep the player always in the same Z axis.
     
  14. pegassy

    pegassy

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    I figured out that the Z axis restriction was lifted when the animal is jumping or is in the air. I tried to go to animal.cs to find out if I can lift that behavior, but noticed that the script is a wrapper text. How may I obtain the original code to adjust it. Should I send you my invoice number?
     
  15. pegassy

    pegassy

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    So I have found out that the animal movement is actually controlled inside AnimalMovement.cs. It is a pretty large document though, and I could not locate which code actually resets the rigid body freeze position constraints while the animal is in the air. I would like to leave the reset for y the same, but I would like to make sure that it does not change the Z constraint.
     
  16. Knbmedia

    Knbmedia

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    Hello Malbers,
    First: I love your work :)
    I follow your tutorials about mounting any creature with HAP3.
    But when doing it myself with "Fantasy Rhino", I can't make it moving (it walks, but in-place).
    I set the Walkspeed position as in your tutorial, but same problem.
    When looking at AnimalMovement.cs, in OnAnimatorMove(), I see that velocity is set only if Anim.applyRootMotion is true but it seems that it is not the case with the Rhino.
    To make it work, I have to add _transform.position += DeltaPosition; in the function...
    Did I forget something ? Or is there something that I don't understand (I'm new to Unity)?
    Thank you!
     
  17. Malbers

    Malbers

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    When Working on the last update I change the way that the animator worked with the rigid body... I believe setting the animator to apply root motion to true will solve it, even if the animations
     
  18. nirvanajie

    nirvanajie

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    Hi, Malbers. I found one issue about Material Changer and PM you a few days ago. Can you take some time to check this? Thanks.
     
    Malbers likes this.
  19. Malbers

    Malbers

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    So sorry for missing the message :) I saw the problem I will fix it!!
     
  20. pegassy

    pegassy

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    @Malbers
    Thank you for suggestions in private for the issues I mentioned above. All are resolved now. I very much appreciate the help.
     
  21. nirvanajie

    nirvanajie

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    That's all right. :) Waiting for your update and realistic animals now.
     
  22. helmers

    helmers

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    Realistic animals? That would be great! I would buy at least the rabbits at once!
     
    julianr and Malbers like this.
  23. Malbers

    Malbers

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    thanks helmers for your support!!!
     
  24. Malbers

    Malbers

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    I added the "Linked" Feature to the material changer.... now you can link a set of Material Items to another that way if you change one the other will change too...

    useful for the case of the High and Low Hair of the Horse (which use different materials)

    upload_2018-5-2_16-29-34.png

    here's the package
     

    Attached Files:

    Last edited: May 3, 2018
    nirvanajie and julianr like this.
  25. ScourgeGames

    ScourgeGames

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    Help! :D

    From a clean project, I can load HAP and Unka (sweet dragons!). I am now proceeding to load Invector (shooter 1.2 -- latest) into the same project. After import, I get this error:


    Assets/Malbers Animations/Common/Scripts/Camera/MFreeLookCamera.cs(4,7): error CS0246: The type or namespace name `UnityStandardAssets' could not be found. Are you missing an assembly reference?

    I don't have UnityStandardAssets in this project, and I have a clean Invector only project that loads just fine. Any ideas what is causing this and how I can fix it?

    Thanks!!!
     
    Malbers likes this.
  26. ScourgeGames

    ScourgeGames

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    Ok, I went ahead and imported the Standard Assets and got rid of the compilation issues after importing Invector.

    Some of the scenes don't quite work at the moment:

    • Melee scenes: The "vMelee_Inventory HAP" scene won't mount the horse, but "vMelee_NoInventory HAP"
    • Shooter scenes: "vShooterMelee_DemoScene HAP" loads up and is able to mount. None of the shooter weapons work (when the scene first loads on play, he's equipped with his gun and his hands are up like he's holding it, but he just does melee attacks). When I mount the horse, he can only use melee weapons. He also doesn't have a "no weapon" attack (is this supposed to be this way?). "vShooterMelee_NOInventory HAP" seems to work.


      The other thing that would be nice would be the ability to trigger the pickups (weapons etc) without having to dismount the horse. When I walk over the pickups while mounted, triggers don't happen. It would also be awesome to turn using the mouse instead of the A & D key. After moving around and getting used to the Invector controller, it will be very awkward for a player to have the mouse only rotate the camera, but not turn while moving. Invector sets the forward movement with the direction of the camera. It's not a show-stopper and I'm sure there is a way to tweak this. If you have some hints, I'd be very grateful.

      I am not complaining because this is really cool. I would love a few minor tweaks.

    Thank you for creating a wonderful asset. I look forward to further purchases of your work.
     
    Malbers likes this.
  27. Malbers

    Malbers

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    When you import the Invector assets you should import last the integration package... since that package overrides the weapons prefabs with the malbers weapons scripts to connect it with the Invectors weapons


    Let me make some tests on empty projects to see if I missed somehting...

    Which unity are you using???


    this is easy just enable on the Malbers Input script the Camera Input Option


    About picking weapons while mounting .... that I need to figure out how to do it first :) since picking weapons is on the invector code asset
     
  28. Kaen_SG

    Kaen_SG

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    Just a small bug report with the Ootii integration / OotiiHAPlink for the camera controller.

    For example in the demo scene, once you mount the horse the equip the bow... the camera controller let's you zoom in and out when shooting... but once you dismount the horse... the transitions are not disabled... and the right mouse button is now forcing the the transitions as if you were mounted with the bow equipped (using Archery Motion Pack).

    I looked into your script and found that on dismount, the OotiiHAPlink script re-enables all non-HAP even though the "transitions" are not normally enabled.
     
    Last edited: May 7, 2018
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  29. ScourgeGames

    ScourgeGames

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    Thanks!

    I'm using 2017.4.1f1.

    The compilation issue with the standard assets is because of Invector. They set the CROSS_PLATFORM_INPUT define in the build settings, which they don't need (probably residue when they exported the package). When that happens, your asset checks for it and if defined, it conditionally compiles. If I unset it (or import the Standard Assets), it works.


    Regarding the import order, I import Invector, then HAP, then the integration package. I'm sure there are a lot of little things that can get missed with integration. I mostly have a working model for each instance of functionality I need, but other folks who don't have any coding skills might struggle.

    Thanks again.
     
  30. ScourgeGames

    ScourgeGames

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    That works. There is some odd camera jitter happening that I've seen happen on other controllers. I wonder what the fix is.
     
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  31. transat

    transat

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    I'm getting this is as well. Completely new at Unity so no doubt I've skipped a step or two.
     
    Malbers likes this.
  32. Malbers

    Malbers

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    I don't know why Invector uses the CROSS_PLATFORM_INPUT without the Standard assets ... that has always being a pain integrating with HAP ... I mean is the first error you get....

    Is easy to solve ... just simply remove it from the Player Settings
    upload_2018-5-7_10-25-2.png
     
  33. Malbers

    Malbers

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    Today is Review Integrations Day :)
    Give me some time and I will let you know :)
     
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  34. Malbers

    Malbers

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    Do you have by any chance the Standard Assets imported?? because I believe the standard assets override that script..

    just download the HAP asset again and you should be good
     
    transat likes this.
  35. ScourgeGames

    ScourgeGames

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    If you need me to test something, I can do it later after work today.
     
  36. Malbers

    Malbers

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    Found all the little thing...

    I forgot to save some prefabs that where inside the invectors folder :) the Integration for Invector is updated and re-tested :)
     
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  37. Malbers

    Malbers

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    What kind of jitter??? can you make a video?
     
  38. ScourgeGames

    ScourgeGames

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    I'll have to see if I can record it when I get home from work tomorrow. It's not super noticeable, but it's there
     
  39. chrisabranch

    chrisabranch

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    will this work in invector 2.5d?
     
  40. transat

    transat

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    Hi Malbers - amazing work. I've been playing around with Opsive TPC and HAP 3 after following the video tutorial and it seems really cool.

    As a beginner to Unity I have a few questions:

    1) Why would I want to use TPC with HAP3? Does it give my character more animations (like swimming?) or more flexibility in terms of game type (adventure / 2.5D / etc.)? Does it add a few extras (inventory system / respawning / etc) ? I'm asking this because HAP3 already seems to do so much and I think you're soon adding new stuff like an on-horse combat system.
    2) Is it possible to use the low poly horse with the TPC integration? I tried but failed (using the technique you showed in another video).
    3) The demo video starts off with the TPC Clean Scene, which actually is not that clean at all as there are lots of props and things I don't need (don't want a bazooka in my Wild West game). Do I need to start with this scene and if so, what are the assets that are safe to remove from it? Or is it possible to add HAP3 and TPC to an existing scene of mine, and how would I go about doing that?

    Also, a little bit of feedback about the video... you go through everything so fast it's almost impossible for a beginner to follow! o_O I had to pause and rewind countless times to check what folders you were dragging things to and what you were clicking on!

    Love your work. Cheers!
     
  41. Malbers

    Malbers

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    I haven't make a demo with Invector 2.5.... no one ask me that before :) I will put it on my list of integrations...
     
  42. Malbers

    Malbers

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    Hi there @transat .. first thanks for your kind words!

    The integration with Opsive TCP is now just only with the riding system... since TCP is a bit hard to integrate with the combat system...
    Also TPC2 is around the corner (July/August) and is more Integration-friendly... So I decided to leave the Integration with with just the Riding System.. until TCP2 comes out.


    Yes of course :) the horses use the same scripts and animations.... what changes only is the model.. if the integration is failing... just make sure the parameters on the horse script are similar to the poly art horse.

    Justin (Opsive Publisher) has some tutorials on how to start using the TCP controller from scratch... you can find those I believe on the TCP forums.... because yeah.... the clean scene is not that clean at all :( ..

    TCP has many dependant scripts in order to function on a clean scene... if you remove some of then the controller wont work.... so that is why I made the sample scene on that "Clean scene"

    BTW the Riding Combat System of HAP only has for now Melee Weapons., Bow and Pistol.... other weapons are not compatible with HAP Combat system... mainly because the animations for wielding those weapons (you can fire a rifle using the pistol riding combat animations :( )

    Now I'm focusing on finishing the remaining assets so

    This is my schedule besides giving support to my the assets:

    Raccon
    Wyvern Dragon
    Young Dragon..
    Realistic Version of the Animals...

    And the Huuuge Update for HAP which includes (more weapons... more riding and horse animations... New and improved Horse Models ... and more Integrations.)
     
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  43. ScourgeGames

    ScourgeGames

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    I would like to second this. A lot of authors move to quick in their videos and it can be a frustrating experience having to stop and rewind constantly. I know I can slow videos down in YouTube, but it makes the audio sound really weird and makes for an awkward experience.
     
    Malbers likes this.
  44. Kaen_SG

    Kaen_SG

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    I feel the same... you seem to be rushing the tutorials to finish them as quickly as possible... it makes it very difficult for someone who is trying to follow your steps in real time. I had to pause and rewind your tutorials like 30-40 times because it's just too fast. That said, I'm still really glad you made those videos... or I would have to ask really basic questions in the forums and waste your precious time. If you would speak slower and take your time in future videos, I think many new users will appreciate it!
     
    Malbers likes this.
  45. Malbers

    Malbers

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    Thanks guys for the feed back...
    I will take that into account next time I make some Tutorials.... :)
     
  46. ScourgeGames

    ScourgeGames

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    Here you go... try this style ;)

     
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  47. transat

    transat

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    Thanks for your reply. If I can make a small request for a new animation... "rearing", for Zorro-like moments :)





    And weapons-wise I'd love a lasso! :)
     
  48. nomax5

    nomax5

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    Hey Malbers I managed to get this long wished Asset in the sale thankyou !!

    You mentioned in a video about figuring out how to do Horse Reins (ropes used to control the horses)
    I don't know how to do it but I think I know someone who does !!!

    Another asset I wanted was this Ship from Salty Sea Dogs it has running rigging, lines & ropes
    that dynamically change as the sail moves
    He says in the video at 2:22 seconds that they are dynamically drawn using a line renderer.

    Perhaps you could reach out to salty sea dogs or buy their ship and see how they did it.



    Cheers

    Roy
     
  49. Rowlan

    Rowlan

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    There is not enough pics and information of the Wyvern. And the Young Dragon is absolutely new to me. Can you please share details and approximate release dates? Must have them :D
     
  50. wood333

    wood333

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    I currently use Unity 5.6.5, and all the store assets I use support it, except I see that Horse Animset Pro 3 requires 2017.1.3. Is there a version of Horse Animset Pro that supports Unity 5.6.5 and the current version of Invector, which itself, supports Unity 5.6.5 ?