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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. Weblox

    Weblox

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    @Malbers - Is there a chance for Integration with uMMORPG ? As far as I know they dont use UNET , instead "MMO Scale Networking via Mirror & Telepathy" ...
     
  2. hopeful

    hopeful

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    Hmm. Ordinarily I'd be worried about software that claims to function using mirrors and telepathy. ;)
     
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  3. Malbers

    Malbers

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    Apologies guys for not being around this days... I'm Moving in to a new house and I haven't being working on the assets that much...

    I Upload again and double check everything on an Empty Project on 2018.2.6 :) take a look

    Downloading 2018.3 Right now... that is a new one :eek::p.

    I have Write several times to that publisher to exchange assets and make a proper intergration but I have no respond from them... and since I haven't got yet to the Integration Season I stop trying to contact them.. It seems they do not want an Integration.

    That upgrade will give you the Riding Combat system with Pistol, Bow and Melee weapons, also you have the wagons... and a lot of cool features ...
    Please take a look the the video:
     
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  4. Malbers

    Malbers

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    For now, is not on my list... I need to Integrate all the pending assets I have on the list... ICE creature, emerald...etc
     
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  5. desertGhost_

    desertGhost_

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    Okay I just upgraded to 2018.3.0b2 from 2018.3.0b1 and the problem seems to be resolved.
     
    Malbers likes this.
  6. IsntCo

    IsntCo

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    Congrats on the new house, moving can be very stressful.

    Assuming this means the UCC/Opsive integration will take longer :)
     
  7. SickaGames1

    SickaGames1

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    What are your plans with Emerald. ICE has been deprecated
     
  8. Malbers

    Malbers

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    :eek::eek::eek::eek: I did not know that! .... Fortunately I did not waist time doing it then..

    Since All the animals use the same Animal Script... including the Horse... I will make the integration for it... since many people have ask me
     
    tredpro likes this.
  9. SickaGames1

    SickaGames1

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    It would be cool if you could turn your mount in Emerald AI to a fighting companion
     
  10. Rowlan

    Rowlan

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    Damn, I bought it and wanted to use it in my next project. I should stop buying assets during sales and instead buy them when I actually use them.
     
  11. redoxoder

    redoxoder

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    ok , i asked on there forum … with a little chance …
     
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  12. chrisabranch

    chrisabranch

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    when will it work with Opsive TPC?
     
  13. Rahd

    Rahd

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    Hi @Malbers,
    i wanted to thank you for this awesome asset , however i have a small request i'm sure dev like me wants .
    cover shooter plugin support
    i managed to make the player to change it's parent to the rider mount empty gameobject
    then i relayed the joysticks directional vector to the horse script to make it move ..
    and when there is no input the directional vector will be 0
    so , now i'm stuck at making the player ride the horse , and aiming correctly
    please please please help it's so easy to do if you and the dev of cover shooter sit for 15 mins
    both plugins share the same logic!
     
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  14. redoxoder

    redoxoder

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  15. Malbers

    Malbers

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    I wrote him again :D fortunately we can get in touch this time :)
    Because last the 2 times before I got no answer from him :(
    upload_2018-9-23_16-29-9.png
     
  16. Malbers

    Malbers

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    I got my hand on TCP2 I'm studying the Asset to get the integration Ready :)
     
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  17. SickaGames1

    SickaGames1

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    Any luck getting a hold of BHS for an Emeralds AI :) Would love for Mounts to become fighting companions :)
     
  18. IsntCo

    IsntCo

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    Excited!
     
  19. Malbers

    Malbers

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    Everything is on my list... but since I am one person I will love some patience :D ;)
     
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  20. IsntCo

    IsntCo

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    I've integrated Horse AnimSet with Ootii and the Sword/Archery packs. Do you happen to have an integration for the Ootii Shooter pack? Since you can use a gun while mounted, I'm assuming the Shooter pack wouldn't be hard to integrate?

    Also, a couple problems I found with the Ootii integration:
    https://gyazo.com/28014e1aaabba3f256986b3197daba85

    1) On even minor inclines, after you dismount, the Rider now always "slides" without animation. Even once you return to flat ground, it just keeps sliding. This doesn't occur if you do not mount the HAP rideable.

    2) After mounting, the "Press F to mount" UI text doesn't disappear

    3) If you have a weapon equipped, when you click to attack (after changing Rider Combat -> Inputs -> Attack1 to "Press"), the Boar also attacks. How do we make sure it works like regular HAP so that when you are using your own weapon, the rideable Boar does not activate its own attack?
     
    Last edited: Sep 30, 2018
  21. redoxoder

    redoxoder

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    hello any news about tpcs integration ??? contact is ok ?
    thanks
     
  22. Malbers

    Malbers

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    Yes I have the Asset I started working then I got stopped by a wall...
    Cover system uses Fall Parameter on the Animator as a Trigger, I use is as a bool parameter. (I, and Invector, Opsive, Ootii)

    Now that causes some issues and I being try to find a solution..

    HAP and all my animals use Fall as a bool on their animators, so changing mine is a hard No...

    Also I'm making non destructive changes to HAP ... and that is what I'm working on
     
    Last edited: Oct 1, 2018
    Rahd and redoxoder like this.
  23. Malbers

    Malbers

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    I have the Shooter template, but I haven't made the integration yet

    Yes! I found those issues too, that is why I'm making some changes to HAP too... we found that if you dismount on an uneven terrain you get thrown very far away... so I'm working on it solving those errors too with the help of @Tryz
     
  24. IsntCo

    IsntCo

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    Glad you're working on it!
    I thought I was doing something wrong.

    Do you happen to know a timeframe for a fix? As well as one for Shooter integration? (I'd gladly pay extra for the latter :))
     
  25. Tryz

    Tryz

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    Hey all. I just got done wrapping up some big updates and this is now top of my list. I'll be looking at it over the next couple of days.
     
  26. Malbers

    Malbers

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    Hey guys Ootii's Integration with HAP has being Updated to the latest version of both Assets
    if you find any other funny bugs please let us know
    Cheers!
     

    Attached Files:

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  27. IsntCo

    IsntCo

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    Will give this a try tomorrow, great!
     
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  28. Malbers

    Malbers

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    I haven't forgot about the huge Update for HAP :)
    I'm working on it here are some shots of the new horse (Left New Right Old ;) )
    upload_2018-10-4_17-15-26.png
    upload_2018-10-4_17-16-8.png
     
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  29. Rowlan

    Rowlan

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    Needs optional horn on top of head :)
     
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  30. hopeful

    hopeful

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    Just need to add some wings ... ;)
     
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  31. Malbers

    Malbers

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    Both are on my list :D
    On the next big update My Little Pony will fly!!
     
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  32. Ozan_2

    Ozan_2

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    Hi Malbers, thanks for this great asset. We are developing a game using your asset and Invector Shooter Template. We are also using EmeraldAI.

    I have a huge problem. When I ride around jump, run, drop etc, sometime later he loses his orientation on the horse. it seems IK positions are being messed up. I can send you a video or some screenshots. Do you have any suggestion?

    Bests!
     
  33. Malbers

    Malbers

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    Thanks for your purchase and your kind words :)

    Yes please share a video of the problem to see what is happening :)
     
  34. Ozan_2

    Ozan_2

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    Sure! Here is a short video (I have to delete the video, sorry). Most of the time, after my character takes damage, everything gone wild! Sometimes he does not have to take damage.

    Edit: 1 more question. "E Mount" text is always open even my char is mounted. Thanks for your support!!
     
    Last edited: Oct 11, 2018
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  35. IsntCo

    IsntCo

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    Last edited: Oct 7, 2018
  36. Ishizuke

    Ishizuke

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    Some notes about the code.
    _____________________________________________

    Hash.cs

    I think most of the string like

    public static int StateTime = Animator.StringToHash("StateTime");

    should be made "public readonly static int".

    public static class State
    public static class Mode
    public static class Stance

    stings like

    public static int Unknown = -1;

    should be converted to

    public const int Unknown = -1;
    _____________________________________________

    Rider3rdPerson.cs

    void OnAnimatorIK()
    {
    if (Anim.GetCurrentAnimatorStateInfo(MountLayerIndex).tagHash == Hash.Tag_Mounting
    || Anim.GetCurrentAnimatorStateInfo(MountLayerIndex).tagHash == Hash.Tag_Unmounting)
    {
    L_IKFootWeight = Anim.GetFloat(Hash.IKLeftFoot);
    R_IKFootWeight = Anim.GetFloat(Hash.IKRightFoot);
    }
    }

    Twice call Anim.GetCurrentAnimatorStateInfo(MountLayerIndex).tagHash, should be replaced to to somthing like

    int curAnimStateTagHash = Anim.GetCurrentAnimatorStateInfo (
    MountLayerIndex).tagHash;

    if ((curAnimStateTagHash == Hash.Tag_Mounting) ||
    (curAnimStateTagHash == Hash.Tag_Unmounting))
    {
    ...
    }
     
    Malbers likes this.
  37. Malbers

    Malbers

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    I know what that is :) I have already fixed it

    I will upload a fix tonight :)

    Thank you I already have change those ;)

    It will be on the next update
     
  38. IsntCo

    IsntCo

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    Will that solve the issue I mentioned? :)
     
  39. Ozan_2

    Ozan_2

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    Thank you! We are waiting for it!
     
  40. sarynth

    sarynth

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    Version 3.1.6
    Clip


    Seems to be fairly reproduceable by running over a rock that uses a simple spherical collider. Roughly 1/2 the size of the horse, with the bottom half in the ground. Running over the rock puts the horse in a repetitive fall jump, rise, fall jump rise type looking loop on upwards into the air.

    Suggestions? Thanks. (Love the asset.)
     
    Malbers likes this.
  41. Malbers

    Malbers

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    Hi there!!! thank so much for the purchase
    Can you tell me which unity are you using??

    You can contact me faster via mail or my chat with me on my Facebook page:https://www.facebook.com/MalberSAnimations
     
    Last edited: Oct 12, 2018
  42. Ishizuke

    Ishizuke

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    About structure of the horse prefabs. There are three realistic horses in the package, all of them have different hierarchy structure. I plan to create the horse generator using all combinations of available materials. It would be better to make more or less same object hierarchy for all horses. I already did it for my own needs, but I think it should be defualt. I think best hierarchy for single horse is "Horse 3" prefab.
     
  43. Ishizuke

    Ishizuke

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    An example of horse hierarchy. I arranged the objects in alphabetical order and gave them clear anambiguous names.

    HorseHierarchy.jpg
     
  44. Ishizuke

    Ishizuke

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    From some points I can see through armor, the armor mesh should be double sided at least partially or use double sided shader.

    ArmorNotDoubleSided.jpg
     
  45. transat

    transat

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    Hi @Malbers after the latest upgrade I am getting...

    Code (CSharp):
    1. Assets/Malbers Animations/Common/Scripts/Scriptable Variables/Editor/IntVarDrawer.cs(56,23): error CS1061: 'IntVar' does not contain a definition for 'ResetValue' and no accessible extension method 'ResetValue' accepting a first argument of type 'IntVar' could be found (are you missing a using directive or an assembly reference?)
    Code (CSharp):
    1. Assets/Malbers Animations/Common/Scripts/Scriptable Variables/Editor/BoolVarDrawer.cs(56,23): error CS1061: 'BoolVar' does not contain a definition for 'ResetValue' and no accessible extension method 'ResetValue' accepting a first argument of type 'BoolVar' could be found (are you missing a using directive or an assembly reference?)
    Code (CSharp):
    1. Assets/Malbers Animations/Common/Scripts/Scriptable Variables/Editor/FloatVarDrawer.cs(56,23): error CS1061: 'FloatVar' does not contain a definition for 'ResetValue' and no accessible extension method 'ResetValue' accepting a first argument of type 'FloatVar' could be found (are you missing a using directive or an assembly reference?)
    2.  
     
  46. Malbers

    Malbers

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    Remove this folder :
    Malbers Animations/Common/Scripts/Scriptable Variables/
    and Import it back again
     
    transat likes this.
  47. Malbers

    Malbers

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    This are the new features of this new Update:
    • Stamina Stat
    • The Rider is no longer Parented to the Mount Point (as requested by @Rowlan ;) )
    • You can Dismount while the Animal is moving. (Even when falling, swimming or flying with the dragon so be careful :D :D)
    • Added Persistent Listeners to Riders and Mountable Events for HAP UI.
    • Change the Animals Tags to Animal instead of Player (it causes issues with Opsive)
    • Added the Parameters of the Animators on the Animal Script (Useful to change the parameters in case they are in conflict with other Assets while making an Integration (Cover System, Opsive)
    • Small Fixes
     
    Rowlan likes this.
  48. Malbers

    Malbers

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    Duly Noted!
    Duly Noted! that can be solved for now with a 2 side material
     
  49. Rahd

    Rahd

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    yeah it's a little hard , we really appreciate it all clients of cover shooter. i'm on my toes waiting for this to finish my stupid game . don't rush it and thank you 1000 times in advance .
    my try was put to stop , when i could not make the player ride the horse . and the shooting mechanism of cover shooter and Horse anim .... are very far you use pre defined angles ...cover uses 360 aim it does not check if the horse's head in the way ... ect the only fix was to leave your rider system and activate it when riding the horse and make it adapt to the stats of gun.cs for damage ...
     
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  50. Malbers

    Malbers

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    I'm taking time with this one since is really hard to make an integration without invasive code....
    I mean I cannot do new Camera states because they are embebed on the code...(is not an array of states that you can add a new one for riding the horse without changing His code...)
    His camera controller is really dependent of his motor component...
    I mean I cannot Use his camera by myself because I need to turn off the movement while riding ... (so the rider movement is managed by me) and that mess up with the camera .

    and that is just for riding... not for using the weapons while mounting...

    So yeah.... that one is a really tricky integration
     
    Last edited: Oct 13, 2018
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