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. Dismiss Notice

[RELEASED] Horse Animset Pro 3

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

?

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. Malbers

    Malbers

    Joined:
    Aug 7, 2015
    Posts:
    2,558
    Here is one small feature for the new HAP update coming soon :) (Bow prediction)

     
    Last edited: Jul 10, 2020
    Rowlan and transat like this.
  2. transat

    transat

    Joined:
    May 5, 2018
    Posts:
    779
    Here is a video of the scale changing while parenting and unparenting.

    Yes - my character still need work on mounting and unmounting!
    I've tried unchecking parenting but then the character stays in the air while the horse moves away.

    I've also noticed that if I have "create capsule collider while mounted checked" it appears to create 2 identical capsule colliders each time I mount (but only removes one when I dismount).
     
    Last edited: Jul 11, 2020
  3. transat

    transat

    Joined:
    May 5, 2018
    Posts:
    779
    I found a potential bug, by the way... in MRider around line 312, should
    Code (CSharp):
    1. Start_Dismounting();
    2. End_Dismounting();
    be outside of the
    if (Montura.InstantMount)
    conditional?
     
  4. Malbers

    Malbers

    Joined:
    Aug 7, 2015
    Posts:
    2,558
    Yes I see issue on the video

    When Unparenting is disable you should change the Update Mode to this:
    upload_2020-7-15_11-11-1.png

    Which basically what it does it so Hard Move the Rider to the Mount point here:
    upload_2020-7-15_11-14-50.png


    About the Capsule... are you saying that is creating 2 capsules besides your own character capsule??
     
  5. Malbers

    Malbers

    Joined:
    Aug 7, 2015
    Posts:
    2,558
    No it shouldn't
    If (instant mount) is enabled... those methods should be executed together...
    Instant mount what it does is to ignore the mount and dismount animations...
     
  6. wood333

    wood333

    Joined:
    May 9, 2015
    Posts:
    851
    How do I determine what version of HAP is in my project?

    and

    What is the recommended update procedure?
     
  7. Malbers

    Malbers

    Joined:
    Aug 7, 2015
    Posts:
    2,558
    On the Animal Controller Script (MAnimal.cs) check the version you have.
    upload_2020-7-15_21-23-21.png
     
    wood333 likes this.
  8. macish

    macish

    Joined:
    Oct 29, 2018
    Posts:
    55
    Is this an old Screenshot? The store says 4.09a, your screenshot shows 1.1.9f and in my project it shows v 2.0
    ? hmmm
     
  9. Malbers

    Malbers

    Joined:
    Aug 7, 2015
    Posts:
    2,558
    Yes the Horse Animset pro is 4.09a... but HAP uses/includes the the Animal Controller on its latest version 1.1.9.

    That script is from the Animal Controller :)
     
  10. wood333

    wood333

    Joined:
    May 9, 2015
    Posts:
    851
    My HAP script also says v 2.0. I upgraded my unity to 2018.4.22 so I can use HAP 4.0. This will be my last Unity upgrade before I freeze my project.
     
    Malbers likes this.
  11. transat

    transat

    Joined:
    May 5, 2018
    Posts:
    779
    It's hard to figure out some of the code! I see the animator comes into play as well.

    So...if I understand...
    Montura.Mounted = Mounted = false;
    triggers the DismountBehavior state in the animator if MountSide (which is set in the Animator by MountTrigger using the int value of the DismountID of the trigger) is also greater than 0. Then the DismountBehavior state calls rider.Start_Dismounting().

    But then in DismountAnimal(),
    if (Montura.InstantMount)
    comes after
    Montura.Mounted = Mounted = false;
    ...which also calls Start_Dismounting(). So isn't there a double-up of some kind? Or am I missing some piece of the puzzle?
     
  12. Malbers

    Malbers

    Joined:
    Aug 7, 2015
    Posts:
    2,558
    The thing with Instant mount is that it will ignore completely the Transition to the Dismount Animations since it Plays the Empty Animation State on the Animator here:
    upload_2020-7-16_16-3-50.png
    Which is this one:
    upload_2020-7-16_16-4-25.png

    It also set the MountSide to 0 so no Dismount Animation is Played while Mounted is false

    It also Do both StartDismounting and EndDismounting methods since those methods are called at the start and end of any Dismount Animation
     
  13. Denvzla

    Denvzla

    Joined:
    Sep 7, 2015
    Posts:
    14
    When is the HAP integration for shooter 2.5.3 coming out ?
     
  14. Malbers

    Malbers

    Joined:
    Aug 7, 2015
    Posts:
    2,558
    What!!! haha there's another Update for Invector??? lol

    Let me check what is broken this time
     
  15. Malbers

    Malbers

    Joined:
    Aug 7, 2015
    Posts:
    2,558
    Here's a quick update of the things I'm working on :)
    A new Combo Manager for the Animal Controller..
    https://imgur.com/a/r5f7AUy

    And also Pegasus/Unicorn :)


    upload_2020-7-18_16-4-26.png

    There's a ton of new features and bug fixes
     
    hopeful and Rowlan like this.
  16. Denvzla

    Denvzla

    Joined:
    Sep 7, 2015
    Posts:
    14
    if 2.5.3, HAP no longer works I had to remove it
     
  17. hopeful

    hopeful

    Joined:
    Nov 20, 2013
    Posts:
    5,625
    I feel like I must be sitting under the end of a rainbow. ;)
     
  18. dangr25

    dangr25

    Joined:
    Apr 8, 2018
    Posts:
    2
    Hi malbers, what would be the best procedure to have another horse model using HAP? Should I re-rig the new horse model using your horse skeleton?
     
  19. macish

    macish

    Joined:
    Oct 29, 2018
    Posts:
    55
    uh that looks interesting.

    Somehow it always made sense to me to expand the bipedal controller in your controller than spend so much time to make it compatible with third party ones and then having to constantly update them.
     
  20. Malbers

    Malbers

    Joined:
    Aug 7, 2015
    Posts:
    2,558
    Yes, In order to use HAP animations you need to re-rig your horse to use the exact bone structure :)
    Here are some tutorials
    Re-Rig Tiger:

    Donkey


    Exactly!!!... Is really hard to keep up with the 3rd party updates of all the controllers out there. and learn how their code works..

    And my final goal is to have most of the Unity Packages as default for HAP and AC... (Cinemachine, Unity New Input System, Game Foundations [for invectory, money... etc], Unity Animation Rig... etc)
     
    macish likes this.
  21. Denvzla

    Denvzla

    Joined:
    Sep 7, 2015
    Posts:
    14
    please update HAP for invector 2.5.3
     
    Malbers likes this.
  22. Malbers

    Malbers

    Joined:
    Aug 7, 2015
    Posts:
    2,558
    I fixed the integration with Invector...
    Fortunately was some easy fix.. they changed Equiped for Equipped in one code error .. and the other code error was a function they had eliminated
    Here's the fix:
     

    Attached Files:

    dsilverthorn likes this.
  23. Malbers

    Malbers

    Joined:
    Aug 7, 2015
    Posts:
    2,558
    Here's a work in progress about the Pegasus :)
     
    dsilverthorn, macish, Akshara and 2 others like this.
  24. hopeful

    hopeful

    Joined:
    Nov 20, 2013
    Posts:
    5,625
    Wow! That's very nice! :)
     
  25. LTYE

    LTYE

    Joined:
    May 22, 2015
    Posts:
    30
    On import of integration package I get this error in console -

    Assets/Malbers Animations/Horse AnimSet Pro/Integrations/Invector/Melee/InvectorHAPLinkMelee.cs(216,35): error CS1061: 'vEquipArea' does not contain a definition for 'currentEquippedItem' and no accessible extension method 'currentEquippedItem' accepting a first argument of type 'vEquipArea' could be found (are you missing a using directive or an assembly reference?)

    How to fix? Thanks :)
     
  26. Malbers

    Malbers

    Joined:
    Aug 7, 2015
    Posts:
    2,558
    On the Last Invector Update: 2.53 they have changed the
     currentEquipedItem
    for
    currentEquippedItem

    are you using the latest version of invector?? if not then remove one p ;)
     
  27. LTYE

    LTYE

    Joined:
    May 22, 2015
    Posts:
    30
    Great thanks that worked and I was able to get the demo invector character on shooter scene working with horse. Now to quickly get my new shooter character setup I imported it to the shooter HAP demo scene and copied over all components from invector character to mine and ensured all settings are exactly the same and swapped the controller to shooter HAP but it isnt working with horse. Is there anything additional I need to add to my character or controller?
     
    Malbers likes this.
  28. LTYE

    LTYE

    Joined:
    May 22, 2015
    Posts:
    30
    ON checking the console im getting two errors based on animator -

    Animator is not playing an AnimatorController
    UnityEngine.Animator:SetBool(Int32, Boolean)
    MalbersAnimations.HAP.MRider:set_Mounted(Boolean) (at Assets/Malbers Animations/Common/Scripts/Riding System/Rider/MRider.cs:114)
    MalbersAnimations.HAP.MRider:Start() (at Assets/Malbers Animations/Common/Scripts/Riding System/Rider/MRider.cs:223)

    Animator is not playing an AnimatorController
    UnityEngine.Animator:GetLayerIndex(String)
    MalbersAnimations.HAP.MRider:Start() (at Assets/Malbers Animations/Common/Scripts/Riding System/Rider/MRider.cs:241)

    What did I miss?
     
    Malbers likes this.
  29. macish

    macish

    Joined:
    Oct 29, 2018
    Posts:
    55
    @Malbers you have a lot of animal packs. Are they already set up for HAP? Can you mount a bunny? :D
     
    Malbers likes this.
  30. LTYE

    LTYE

    Joined:
    May 22, 2015
    Posts:
    30
    Malbers likes this.
  31. Malbers

    Malbers

    Joined:
    Aug 7, 2015
    Posts:
    2,558
    Yes!!

    the bunny can be ridden :)
    YRVKpwRIr6.gif
     
    macish, hopeful and Willbkool_FPCS like this.
  32. Malbers

    Malbers

    Joined:
    Aug 7, 2015
    Posts:
    2,558
    I wrote you via email ;)
     
    LTYE likes this.
  33. wood333

    wood333

    Joined:
    May 9, 2015
    Posts:
    851
    Can I import HAP 4 on top of HAP 2, or should I remove HAP 2 first?
     
  34. Malbers

    Malbers

    Joined:
    Aug 7, 2015
    Posts:
    2,558
    You need to remove HAP2 :)
     
    wood333 likes this.
  35. wood333

    wood333

    Joined:
    May 9, 2015
    Posts:
    851
    Thank you very much for your rapid response! I am excited to move up to HAP 4.:D
     
    Malbers likes this.
  36. Malbers

    Malbers

    Joined:
    Aug 7, 2015
    Posts:
    2,558
    Actually I suggest you to wait for the end of this month (28th)... since I'll be releasing HAP 4.1.. which is a huuuuge update with tons of new features and changes. (which it will require to remove the Script Folder entirely) and replace it with the new one.

    BTW which unity version are you using?
     
  37. wood333

    wood333

    Joined:
    May 9, 2015
    Posts:
    851
    I use 2018.4.25.
     
    Malbers likes this.
  38. gearedgeek

    gearedgeek

    Joined:
    Jun 19, 2015
    Posts:
    236
    Any news about the Opsive UCC integration?
     
  39. Malbers

    Malbers

    Joined:
    Aug 7, 2015
    Posts:
    2,558
    I had to work first on the new update in order to make it more compatible with UC, I found some limits on the current HAP version.

    I know I have the bad habit to give dates for the Integration release dates, but while I work on them things get a bit complicated and it gets delay

    I'm putting all my effort to hopefully release the new HAP/AC version (a very stable one by the end of August). Integrations Updates will follow after that
     
  40. Malbers

    Malbers

    Joined:
    Aug 7, 2015
    Posts:
    2,558
    Some new things coming in the new update:
    Now HAP has Only melee Weapons and Projectile weapons (Bow, Pistol, and the New Throwable), which uses the same script but with different animations)

    [Spear]

    and a new Automatic Mount From above animation


    Combo Manager

    Human Movement (With double and triple jump) & multiple landing animations
     
    Last edited: Aug 22, 2020
    Imranbaloch, wood333, Akshara and 2 others like this.
  41. Malbers

    Malbers

    Joined:
    Aug 7, 2015
    Posts:
    2,558
    I'm also experimenting with the Assassin Creed Odyssey weapon system.
    They use Rick Click to Load the Bow Instantly and aim, and the Left Click to Attack with melee (The Side of the Melee Attack depends of the Camera Side regarding the Player)
    ... and after 2 or 3 seconds the weapons get sheathed/stored automatically.

    So here's what I have so far ^^



    And Of course you can still use the old way :) :)
     
    camta005 likes this.
  42. Malbers

    Malbers

    Joined:
    Aug 7, 2015
    Posts:
    2,558
    Hey Guys I'm thinking to upgrade the Lowest Unity Version for the Assets to have better compatibility with the new Unity Features.
    I'm Thinking Unity 2019.1...or greater..
    Which unity are you using for your projects??
    @wood333 you are using 2018.4 still or greater?

    the thing is the cloth component in 2018 breaks when is open in 2019
    for the Horse Mane and Tail
    that is why I removed temporally
    also I want to use Cinemachine as the Default Camera Rig for all the assets
    and 2019 and Up I can include packages dependencies in the assets
     
    Last edited: Aug 25, 2020
    transat likes this.
  43. wood333

    wood333

    Joined:
    May 9, 2015
    Posts:
    851
    2018.4.25 supports all the assets in my project. I will probably freeze here.
     
    Malbers likes this.
  44. camta005

    camta005

    Joined:
    Dec 16, 2016
    Posts:
    320
    My current project is locked on 2018.4 LTS. I wouldn't use anything later than that for production yet.
     
    Malbers likes this.
  45. transat

    transat

    Joined:
    May 5, 2018
    Posts:
    779
    @Malbers people in production don’t need new features. So go ahead and make 2019 a minimum requirement for the new versions, I say. I’m on 2020 which has been a big improvement, stability wise and speed wise.
     
    Malbers likes this.
  46. Malbers

    Malbers

    Joined:
    Aug 7, 2015
    Posts:
    2,558
    Last edited: Aug 26, 2020
    Akshara, camta005 and Willbkool_FPCS like this.
  47. Rich0

    Rich0

    Joined:
    Aug 9, 2013
    Posts:
    50
    Hi Malbers - I've sent you an email regarding HAP 4, hope you can help!
     
  48. wood333

    wood333

    Joined:
    May 9, 2015
    Posts:
    851
    Was HAP 4.1 submitted to Unity?
     
  49. Malbers

    Malbers

    Joined:
    Aug 7, 2015
    Posts:
    2,558
    I'm still double checking all the sample scenes and prefabs to make sure everything is working properly.
    I had to take another week :D
    I'm uploading it this Sunday.
     
    vorokoi, redoxoder and wood333 like this.
  50. vorokoi

    vorokoi

    Joined:
    Oct 18, 2019
    Posts:
    39
    Sweet. Looking forward to it.