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[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. carlosctcl

    carlosctcl

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    Hi! Thanks a lot for your good job!

    I want modify the movement of the character. Due you are using the animations i am a little lost.
    I want strafe in the horizontal axis, i mean always look at camera direction.

    Which is the best option?

    Thanks!
     
  2. Hurtful-Toad

    Hurtful-Toad

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    I was trying to check out the ootii integration in fresh project and get a couple compile errors: My download doesn't seem to include the ridercombat.cs script at all, causing 2 errors. And Unity2020f1 is objecting to currentAction being an instance of a static type:

    Assets\Malbers Animations\Horse AnimSet Pro\Integrations\Ootii\Scripts\OotiiHAPLink.cs(247,21): error CS0721: 'WA': static types cannot be used as parameters
     
  3. carlosctcl

    carlosctcl

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    Hi @Malbers :

    When i press "f" to ride the horse, unity give me an error and it goes me to this line of the code:
    upload_2020-11-27_20-52-40.png

    What i have wrong in the character?
    Thanks!
     
  4. ConquerCoalition

    ConquerCoalition

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    When following integration steps with Invector (shooter template), the demo scene included in the integration folder is mostly functional. However, when mounted I can only aim/fire with the bow and not with the pistol.

    Is this a known issue, or did I miss something? I am using HAP 4.2.2b not 4.2.1 and wanted to ensure that is not the problem before troubleshooting further.

    HAP: 4.2.2b
    Invector: 2.5.4
    Integration: "HAP (4.2.1) Invector Shooter Template (2.5.4)"
    Unity: 2019.4.15f1
     
  5. Malbers

    Malbers

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    Aug 7, 2015
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    Hey guys I was away this weekend. But I'm back


    For Strafing you can take a look to the Steve Prefab.. he has the Strafing animations already setted.
    But you will need to enable this options on the Animal Controller:
    upload_2020-11-30_10-21-26.png

    an also you will need to add this component:
    upload_2020-11-30_10-22-12.png

    The ootii Integration is outdated, sorry about that. I'm still updating old integrations and Ootii's is one of them
     
  6. Malbers

    Malbers

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    Do you have any colliders in your character?
    Are you pressing it near the horse or anywhere?
    Does the UI shows the Press F to mount icon?

    I'm trying to reproduce that error with no luck :(
     
  7. Malbers

    Malbers

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    Please check that your Pistol Prefab has the MShooteable component.
    upload_2020-11-30_10-39-51.png
     
  8. ConquerCoalition

    ConquerCoalition

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    This does indeed seem to be the issue, thank you so much for your help.

    I couldn't find this exact step in the documentation, and thought it was happening automatically during the import of the integration package like the docs say that the MWeapon script is.

    Are the docs still being worked on currently?
     
  9. Malbers

    Malbers

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    Yes, when you import the Integration package the Handgun prefab should be overwritten
     
  10. JohnnyFactor

    JohnnyFactor

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    I'm trying to recreate an old scene and the old speed values don't translate to the same motion in v4.22. In my old scene, the horse would slow down when making a sharp turn. In my new scene, the horse maintains forward speed doing a sharp turn while galloping. The effect is like a rally car when it slides into a turn.

    If I messed up my setup then I apologize for the bother, but I'm hoping this is just a setting I overlooked.

    p.s. I'm using the FollowTarget script to control the horse orientation.
     
  11. sky_dragon

    sky_dragon

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    Hello, I read your integration about Game Creator. But I did not find the Integration Package in the Integration Drive Folder
     
  12. Malbers

    Malbers

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    Hi there!
    There's some issues beyond my reach regarding the Integration with GC
    I talked to GC creator and he is addressing those issues for the next update.

    The Animator GC is using some how has a weird bug that duplicate the Animation Behaviors that has attached.
    Here is my Horse Animator and GC Animator:


    And that Duplicated scripts causes that the animations are moving double its position on the Dismount and Mount Animations.

    I'm waiting for those issues to be resolved to continue working on the Integration
     
  13. Malbers

    Malbers

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    That can be easily solved changing the values of the Speeds Modifiers:
    Higher values on the Lerp Position and Animator Value Higher responsiveness:
    upload_2020-12-2_10-43-10.png

    I think the old vales where A:8 L:8 for
     
    JohnnyFactor likes this.
  14. ConquerCoalition

    ConquerCoalition

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    This is what I get when I import the integration package. I don't see the handgun prefab being changed, but perhaps I'm missing something elsewhere?

    (This happens on a fresh project where I do the following:
    1 - Import Invector Shooter template
    2 - Run Invector's "Import Project Settings"
    3 - Import HAP
    4 - Choose to import the HAP/Invector integration package.)

    Thanks again for your help though, as I was previously able to add the script myself and get things functioning, but I was mostly just confused as to why this is happening.


    hap_invector_import1.jpg
     
  15. carlosctcl

    carlosctcl

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    Hi @Malbers .

    I am have created another MRider script using a character controller instead of RB.
    It is ok, but now i have the issue that the locomotion animation of the horse is not sync with the rider.

    I've seen in your scripts that you have some functions for this... but for the moment i have not idea how this works...
    Any tip for this task?
    Thank you in advance.

    Regards
     
  16. Malbers

    Malbers

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    Here's the Handgun prefab :) I forgot to add it
     

    Attached Files:

  17. Malbers

    Malbers

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    Can you make a quick screen recording about the issue?
    The Syncing Animations with the Horse does not use the RB at all.. but it needs the Mount Layer on the Rider

    Are you using your own Character Controller?
     
  18. JohnnyFactor

    JohnnyFactor

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    This may sound like an odd request. I'm using the gallop animation clip in a cycle and noticed that the left ear is always back flat. Maybe when it's mixed with other clips it looks ok but played continuously, it looks like a broken ear.

    I could monkey with the keys myself but I'm more inclined to have the change rolled into the official release. Maybe take a look and see what you think.
     
    Malbers likes this.
  19. carlosctcl

    carlosctcl

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    Sure @Malbers , here is the screen recording.
    https://drive.google.com/file/d/105Sr0yxwC7BDKen8k4EGHgI5BVwoYoG6/view?usp=sharing

    Yes i am using my own character controller and, yes i have a mount layers as in your samples scenes...
    I havent put the ik constrains... maybe is that the cause?

    Regards!
     
  20. detvog

    detvog

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    Hello, i have a little problem.
    In Game Creator i can mount the player to the horse.
    But i can't dismount the Player. The player hang in the horse.

    Image_1.jpg Mount OK Image.jpg dismount - player hang.
     
  21. Rowlan

    Rowlan

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    In case anyone needs a quick random character setup guide using HAP:

     
    Brawndo, Malbers and hopeful like this.
  22. rolfy01

    rolfy01

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    Hi, recently updating my entire project from 2018.4.28f1 to 2019.4.17f1. I have also updated many of the assets to latest versions with no problems. If I import HAP into a clean 2019 project it imports with no errors but if I import into a converted project I get the following
    hap error-1.jpg
    I have tried to narrow down the asset or package that is causing this conflict but so far without success, I know this is a long shot since you could have no idea of the entire set up for this project but maybe you have some idea where I could concentrate my efforts.
     
    Malbers likes this.
  23. Malbers

    Malbers

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    Happy new year everyone!
    Let's hope this year comes with great things for everyone!!
     
    Bhanshee00 and Rowlan like this.
  24. Malbers

    Malbers

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    Sure here you go, here's the fix!
     

    Attached Files:

    JohnnyFactor likes this.
  25. Malbers

    Malbers

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    The best way to avoid those errors is to remove the Common folder on the Malbers Animations and import it back again from Horse Animset Pro, or Animal Controller
     
  26. Malbers

    Malbers

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    Do you got any error on the console?

    I was working on an official integration for Game Creator but I ran into some problems that needs to be solve by GC creator.
    First thing is that I cannot use Animate Physics with your controller
    That can be ignored for the moment, but was a Tiny set back, I though you might know about it
    the second one which is super weird
    the Animator GC is using some how has a weird thing that duplicate the animation behaviors that has attached.
    Here is my Horse Animator and here is GC Animator:


    So I paused the integration until that bug is solved.
    I talked to GC creator and he is working on solving that issue on its side.
    upload_2021-1-2_23-9-56.png
     
  27. Malbers

    Malbers

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    Oh I see
    Are you modifying your Animator global speed somewhere ?

    one things you can do is to manually adjust the speed on the Animator for the Locomotion state on the Mount Layer:
    upload_2021-1-2_23-21-46.png
     
  28. JohnnyFactor

    JohnnyFactor

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    That's great, thanks. Looking forward to the savanna pack this year! ;)
     
    Malbers likes this.
  29. JohnnyFactor

    JohnnyFactor

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    Also fyi, Horse Animset Pro shows as version 0.0.0 in the Package Manager.
     
  30. Denvzla

    Denvzla

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    hello, invector has released a new update (2.5.5), I have not checked if it works, it was to advise
     
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  31. Malbers

    Malbers

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    Unity and its Package manager (Sigh* ) Sadly that is an issue that it cannot be solved on my side.
    I'll wait for some one to report it, since I'm working hard on my assets at the moment :)
     
  32. gartner90

    gartner90

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    Hi, i'm using "Game creator" and i need an "action" for jump horse when you tap a button canvas element for mobile, What is the best way to do it?, im trying
    HorseObject.GetComponent<MAnimal>().State_TryActivate(2);
    but i have this error:

    error CS0246: The type or namespace name 'MAnimal' could not be found (are you missing a using directive or an assembly reference?)
     
  33. Malbers

    Malbers

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    Yes that's the correct code to activate the Jump.

    It seems that your GetComponent is not finding the MAnimal compoent, make Sure your HorseObject is the one that has it.
     
  34. gartner90

    gartner90

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    Thanks Malbers my jump function is now working, i have a new issue.
    When i mount the horse my Player is not at the top :( is placed beside

     
  35. Malbers

    Malbers

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    You are using Game Creator(GC) right?
    The official integration is not ready yet, and that is one of the bugs
    I have encounter that made me hold the integration until the creator solves the issue.

    Meanwhile have you checked this integration made by RVR

    Which makes the Horse a Game Creator Character. and keeps everything in GC side
     
  36. dsilverthorn

    dsilverthorn

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    We just completed final editing to our latest video, "Apollo's Dream", and it will be coming soon to our YouTube channel.
    The white horse makes an appearance!
     
    Malbers likes this.
  37. dsilverthorn

    dsilverthorn

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  38. MightyAnubis

    MightyAnubis

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    Hello there.
    I add the HRP Controller to my Scene. So good so far.
    I can mount the Horse,and i can dismount the Horse.

    Integration is Invector 3nd Person Controller ( Locomotion, i did not chack the Melee for now, i want it at the End ,is just the fist try )

    After i follow all documentatet Steps in the "Integration" Manual, i can sit on my Horse, but i cant move the Horse.
    Inputs getting messed up.


    ArgumentException: Input Axis UpDown is not setup.
    To change the input settings use: Edit -> Settings -> Input

    If i leave the Horse, all is nice again, and Invector take the Control back. All Errors gone then.
    But: how do i activate the Invector Controls for the Horse ? That s a big Riddle.

    best Greetings.
     
  39. MightyAnubis

    MightyAnubis

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    Problem found:
    Horse Realistic or Horse Unicorn working.
    Horse Pegasus not. Eaven if i remove the Inputs from you (on the Prefab) the Pegasus is not running 1 step forward :D

    And Problem comes again:
    if i use Invector Controller, all is nice.
    if i want to climb the Horse ( to mount ) "F" Button is not working.
    if i use Keyboard, and i am mountet, Horse ccan walk and run and jump and so one.

    if i use Controlpad, nothing happens.
    Help :(

    PS: Youtube Video is outdatet, there are some Scripts missing, that you show.
    best Greetings.
     
    Last edited: Jan 16, 2021
  40. MightyAnubis

    MightyAnubis

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    And me again.

    Using:
    invector 3nd Person Controller (Shooter).
    Following: integration Documentation.

    Absolutly unclear Points in the Documentation:

    *
    6.- If you are using a "Custom Input System" you'll need to connect MRider.MountAnimal() to your Mount Input, and MRider.DismountAnimal() to your Dismount Input. If you want to continue using my Malbers Input then use the Context Menu Create Mount Inputs.
    *

    How ? There to add.? Please: a Picture or a Explain to this.

    2. Problem:

    I did add the "Controls" of MANimations to my Player, but only that for: Calling the Horse, Mount, Dismount.
    So good so far. I change the Input to "Input", and give the *input Manager* SPECIAL input only for this.


    it works, so my Player can Mount with Gamepad. ( with Keyboard, the basic Movement works to ).

    if i use Controlpad, the Horse is - *NOT* moving.
    nothing happens. The Player is sitting on the Horse, and - that s it -


    Please help me out.
    The Pack is great, but the Problem is: a standing Horse is not really useful.


    Foundet Bugs in Demo Scene:

    if i input Animal Horse Pro in a clean Project (only this Asset)
    following Things - not - working:


    1. - in the "Shooter Scene".
    Pegasus is not moving, dont cares what i do. Inputs are not changed, they depent on the importet Asset. No Changement, just "import" - "test".


    2. - Bow Shooting try is only madable, if i shoot on the first Goals. The Goals up the Hill, are not to Focus.
    Player is avoiding to Shoot an Arrow. ( There the Platforms go up and down, there i mean ). If i turn around
    and shoot in the other Direction (from there i came) the Player shoots.


    3. - Console give the same Error like in my Invector Project:
    "The input "GetAxisHorizontalLeft" is not setup, Go to Projectsettings > input.


    Same like this:
    ArgumentException: Input Axis UpDown is not setup.
    To change the input settings use: Edit -> Settings -> Input


    The Problem: eaven if i MADE such an Input in the Input Manager, the Error stays. He will *NOT TAKE*
    the Setup from the Input Manager. He do what ever he want, but not what i want.


    So:
    PLEASE BE SO NICE, do a Youtube Toturial, for Integration:
    - Basic
    - Melee
    - Shooter


    invector.
    Including COMPLETE Control from Invector, including Gamepad. The old
    Toturial is outdatet, eaven some Scripts are not inside the Project anymore..


    it is so much Boring that this do not work :(

    next:
    Wings of Pegasus:
    if the Wings addet to a typical Horse, the Wings work, but do not follow the Neck Spine / the Hip for the Wings correctly. Looking really mad. ( Wings to far Away from horse, or other).
    dont cares if you add them to the Horse Body, or to the Armature, not a good Restult to see.
    Pegasus is cool, but not to use ( he dont moves, eaven with Keyboard he do not move 1 Step. You can Enter, and you can leave the Mount, that s all. ).

    i dont know how others make him move because:
    also in a clean Project, the Realistic Horse moves, the Pegasus - not - this is absolutly boring :(

    and:
    PLEASE BE SO NICE AND AWNSER.
    I am :
    - in Discord,
    i am :
    - here.

    and i need a Solution for that, i do not buy your Asset to let it stay in a List of unused Assets.
    so: with big bit big "PLEASE"

    i please you: *HELP ME*


    *One Question to*
    if i inport the Horse to Blender, all seems fine.
    if i export the Horse again, the Armature messes up. Did you have any Idea why, or can help me with that ?
    i want to do some Changes on Saddle + Armor, to fit the Horse more for an Egyptian God. ( That means: if the Horse any day is willing to move :( not eaven anubis can force it, to move with Gamepad :( )

    best Greetings.
     
    Last edited: Jan 18, 2021
  41. Malbers

    Malbers

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  42. Malbers

    Malbers

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    Hey there @MightyAnubis apologies for the late reply...
    Yes the video is obsolete, In the Video Description it shows where to find the new Integration with HAP4
    The Updated Integration with Invector is here on this Guide
    https://malbersanimations.gitbook.io/animal-controller/annex/integrations/invector-templates

    You can find it also here:
    upload_2021-1-18_9-56-58.png
    when you install the integration package
     
  43. Malbers

    Malbers

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    That is in case you are a 3rd Party Input system, like Rewired or the New Input System..

    Something like

    Code (CSharp):
    1. If (Input.KeyDown() )
    2. {
    3. rider.DismountAnimal()
    4. }
    But if you are not using an external Input system... you just add the Inputs using the Context Menu.



    (Maybe I need to rephrase that part better :) )

    In that case then the horse also needs to have inputs instead of keys..
    you can change that in the Malbers Input Component of the horse:
    upload_2021-1-18_10-5-43.png

    Make sure all the Inputs matches your Inputs name on your Input Manager.
     
  44. Malbers

    Malbers

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    For the pegasus you need to add the Up Down Input.. Here:
    upload_2021-1-18_10-8-39.png
    This will create the Inputs to go Up(Space) or Down (C)
    upload_2021-1-18_10-9-13.png

    This is in the non Invector scene right?
    That is due to the Aim Ray Length... for far targets you will need to increase that value...
    Edit: Checking now I found out that the Ray Length was not showing on the Inspector. Thanks for reporting this!
    https://imgur.com/gallery/dxHs1zv
    See attachment.

    For the Shooting, the Bow was a Limit Angle.. since for the animation there a position that the rider cannot shoot.
    https://media.giphy.com/media/OD97ZUMxYeMQ8A3sEf/giphy.gif

    This limit is set on the Bow settings here:
    upload_2021-1-18_10-27-56.png

    The GetAxisHorizontalLeft is from Invector, I think you can fix that by pressing this button on the Invector's Windows:
    upload_2021-1-18_10-30-41.png

    The Up Down Input. See last post.

    The problem with the videos was that every Update from Invector breaks the integration with HAP... so I have to update the integration files each update.
    Making a video, it will gets obsolete pretty fast, that's why I didn't make more.
    Instead there's now the Integration Guide
    https://malbersanimations.gitbook.io/animal-controller/annex/integrations/invector-templates
    Which is easier to edit.
    Invector controls are not from the integration. they have their own system, which is pretty peculiar.
    For HAP the only settings to be done is to change the Inputs from Keys to Inputs and change the values for Invectors Inputs values. (Se previous Post)
     

    Attached Files:

    Last edited: Jan 18, 2021
  45. Malbers

    Malbers

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    The not moving problem is because the UpDown input is missing.. Adding it will fix the problem
    The wings are a separated mesh, so you can move it around and put them whenever you want :) Unity_UmFLxIhxdM.png

    You can change the Parent if you like, and parented to a new bone, but the animations are made for that bone FYI


    I'm really sorry for the late reply, but usually not available the weekends, since My family force me to spend time with them ;)
    I see that you found the discord channel ;)!
     
    hopeful likes this.
  46. dsilverthorn

    dsilverthorn

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    Thank you!!:)
     
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  47. dsilverthorn

    dsilverthorn

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    Love your horses too!
     
    Malbers likes this.
  48. Vaupell

    Vaupell

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    Horse falls, on scene load.. and then after awhile slides through the terrain..
    Any idea why, No changes to it at all..

    HAP installed, then took the HAP polygon horse and loaded that in.. boom instant dead horse..

    Any suggestions what i need to check here? ;)

    upload_2021-1-20_22-47-47.png
     
  49. Vaupell

    Vaupell

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    Ahh found out, it was my terrain layer, i changed the layer name :p
     
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  50. Vaupell

    Vaupell

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    Now i need to figure out how to place the character correctly in the saddle, he is off to the left and to far forward.
    And i am using the mountpoints, so i guess i need a little custom modification.