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Discussion in 'Works In Progress' started by dibdab, Aug 4, 2017.
experimenting with something similar to IK
to be used for hit reaction
probably will call it fixerLookAt
changing the percentage of upperarm
also integrating community ocean
but it is 4 times the unity standard scale
and seems it doesn't work right with other scales
so had to make Renegade resizeable
little adjusted values and could raise boat mass to 20
and it could carry objects with low mass
in fact the boat doesn't like kinematic
exported a new demo out
because spine ik effects hand ik
so had to make separate script
and in script execution order
make sure hands ik come after spine
also works without animation
experimental drifting (with wheelcollider)
upscaled 4 times (to be compatible with ocean)
it's actually better than regular scale, physics are different
with botos andrás made model
tried to achieve this with ik, but was problematic
then thought I can simply set to same rotation
and weight it with slerp
while using animator
ragdoll copy contd
not yet integrated, just test demo
and addin this trajectory prediction by Konstantinos Benos
with a bit of modif could predict realtime rigidbody trajectory
plan to use it for avoid and futureanimstate
after a lot of trials and errors
still there's more test to use IK for upperbody
now the anchor point is left shoulder (not the hip)
so can play animation on it
the hand is ccd by James B of Unity
looking for other ik solution for proper rotation
(this is rollin animation)
adding force to ragdoll
Awesome work. Nice job on the animations!
again missed the most obvious solution
I can just copy the ragdoll rotations, don't need IK for that
using JamesB's ccd
also was able to achieve this
for localSpace rotations
here's the link to the package
added a behaviour-tree decision engine
it has nodes which are true or false
and the end node is the result sent to bhvControl
every data is converted to float (which can be equal, less, greater)
it is flexible and extendable
and the best thing, it can have more results
This is awesome. Good stuff. Keep it going
finalizing raycast control
there's at least 3 more missing yet for heights
the story goes like this: he had a friend who was part of a gang and got clipped. he goes on to revenge him and after a rampage he causes on the rival gang, he realizes, it's his life (which he avenges).
the Renegade series
: Seaside Nights (the ways of the hero)
: Cruisin the Town before Dawn (the birth of a legend)
: Racer Heists
: the Stunts
the gang he attacks works with money machines, the gang of "his friend" is a local gang of marines. some from the legiones, some from the secret police, but all they do is harass businessmen out of money. this money ends up in gambling sites. the gambling sites get pressured of of money... things escalate. get into a turmoil when Renegade meets with his destiny
he's the younger one, his friend is the older. he's a good card player, but sometimes looses. his co-players don't like if he runs into debts. because he's a big talker too, he likes to exxagarate, especially when he's drunk. so he gets notices, and his boys in the gang also are on edge, so things escalate and the young quiet boy realizes, his friend was a mean kill machine like he
this big talker hustler once ridin around his car, at four after all shops closed, sees the rival gang gettin ready to retaliate. this big talker gets curious, rings up his boys sleepy and hazy to end up video gaming and get the gears up, the rides up and the guards up, and do the first move before things escalate...
while killing off the vice executive of a money firm, the gang gets a note, that the gambling site is about to be raided next day. the wind got out of the police hq, and it all adds up. like fuel to flames in a case of money dealer's call from the office, that his supervisor is being killed off. so what looked like a good idea to go to the guy that owes him from the card party, which was not...
Alec, I love that Pivotal Moment theme!
it reminds me of Hakuryu's movies. japanese v-cinema, the best pictures.
Can I just ask is this system meant to help you make something like gta? Sorry for the noob question but I’m really interested in purchasing
Hey, i just saw this post and as a fellow developer trying to make assets, i think you should work a bit more on how your post looks, text and all! But cool work on the asset itself!
Bonzotaz1, yeah that's what the objective is more less.
the scripting is simple and there's no editor scripting, virtual voids and things like that, so I guess it's easy to extend and modify,
but depending on what you want, there's quite a lot of things in wip stage yet.
I'd advise waiting two more updates, maybe at version 0.97-0.98 things will settle. (now is 0.94)
wip cover system (it doesn't use tags, detects multiple cover spots)
yellow ray : closest detected enemy
green : closest cover
white spheres : high and low cover
white eggs : cover spots
purple ring : closest spot
when going for cover, aiWalker takes over and goes for the closest spot
because there's more possible spots, might select another (based on enemy positions, or some other logic)
Alright cool thanks! Just wanted to ask maybe it’s just me but why does the demos have like different cameras and also maybe me but button inputs to play are weird? But I presume there is a reason behind why you have it like that
what do you mean? which one?
they are usually in the Keys class (here Ins in Renegade.cs)
the cameras are the same I guess with different settings
first tests of the ragCopy feature integration in Renegade
continuous ray target + hand adjustment offset
angular velocity transfer on ragdoll switched off
+ ragCopy (w delay)
fingers can be set and play set poses
ragCopy can do partial ragdoll
now two handed jump, grab and animated left leg
the last uploaded version had some issues w ragCopy
I'll upload fixed soon
used the same method for upBody as the Fingers
can record and play poses
it's a nice way to have another anim system to switch on when needed
to go into defense, reach etc...
your asset is the bomb, gta for android or gangster,top stuff
if you have questions, want to know how some things work, ask
added sequencing to upperbody moves
it can filter which limb is being used
I'm redoing the fightMechanics so it knows which limb does what
since the leftHand can be in defense while the rightHand is attacking
(it was universal before like: left punch [attack type and side])
plan to do it with animation events
and for this upBody player this complicates things (since it's not an anim clip)