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Assets Renegade Project [DriverN Shooter system]

Discussion in 'Works In Progress' started by dibdab, Aug 4, 2017.

  1. dibdab

    dibdab

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    experimenting with something similar to IK
    drag.gif

    to be used for hit reaction
    hitd.gif
     
  2. dibdab

    dibdab

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    probably will call it fixerLookAt
    fixlookat2.gif
    fixlookat3.gif
    changing the percentage of upperarm
    fixlookat4.gif
     
  3. dibdab

    dibdab

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    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
    sc4.gif

    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
    man4.gif
     
  4. dibdab

    dibdab

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    Last edited: Jul 9, 2019
  5. dibdab

    dibdab

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    adding ikccd
    ikccd.gif

    because spine ik effects hand ik
    so had to make separate script
    and in script execution order
    make sure hands ik come after spine
    ikccd2.gif
    also works without animation
     
  6. dibdab

    dibdab

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    Last edited: Jul 12, 2019
  7. dibdab

    dibdab

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    tried to achieve this with ik, but was problematic
    then thought I can simply set to same rotation
    and weight it with slerp

    copying ragdoll
    while using animator
    copyragdoll1.gif
     
  8. dibdab

    dibdab

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    ragdoll copy contd
    copyragdoll2.gif copyragdoll3.gif
    not yet integrated, just test demo
     
  9. dibdab

    dibdab

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    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
    traject1.gif
     
  10. dibdab

    dibdab

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    after a lot of trials and errors
    still there's more test to use IK for upperbody
     
  11. dibdab

    dibdab

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    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

    copyragdollN3.gif
    (this is rollin animation)
     
    Last edited: Jul 23, 2019
  12. dibdab

    dibdab

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    adding force to ragdoll
    copyragdollN3F.gif
     
  13. OwlTheoryMusic

    OwlTheoryMusic

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    Awesome work. Nice job on the animations!
     
  14. dibdab

    dibdab

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    Last edited: Jul 25, 2019
  15. dibdab

    dibdab

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    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
    Clipboard01.jpg Clipboard02.jpg
     
  16. RowdyCoder

    RowdyCoder

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    This is awesome. Good stuff. Keep it going :)
     
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  17. dibdab

    dibdab

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    finalizing raycast control
    Clipboard01.jpg
    Clipboard02.jpg
    there's at least 3 more missing yet for heights
     
  18. dibdab

    dibdab

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    ren1.gif
    renegade_rawrenegades.png
     
    Last edited: Aug 2, 2019
  19. dibdab

    dibdab

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    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.
     
    Last edited: Aug 2, 2019
  20. Bonzotaz1

    Bonzotaz1

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    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
     
  21. UnfinishedStudios1

    UnfinishedStudios1

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    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!
     
  22. dibdab

    dibdab

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    thanks.
    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)
     
  23. dibdab

    dibdab

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    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
    raycast01.gif raycast02s.gif
    coverspots.gif coverspots3.gif
    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)
     
    Last edited: Aug 23, 2019
  24. Bonzotaz1

    Bonzotaz1

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    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
     
  25. dibdab

    dibdab

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    what do you mean? which one?

    they are usually in the Keys class (here Ins in Renegade.cs)
    Clipboard03.jpg

    the cameras are the same I guess with different settings
     
  26. dibdab

    dibdab

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    ...
     
    Last edited: Aug 28, 2019
  27. dibdab

    dibdab

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    first tests of the ragCopy feature integration in Renegade
    ragc2.gif
    continuous ray target + hand adjustment offset
    ragc4.gif
    angular velocity transfer on ragdoll switched off
    + ragCopy (w delay)
    ragc7.gif
     
    Last edited: Aug 29, 2019
  28. dibdab

    dibdab

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    fingers can be set and play set poses
    fingers.gif
     
  29. dibdab

    dibdab

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    ragCopy can do partial ragdoll
    partialragd.gif
    now two handed jump, grab and animated left leg
    the last uploaded version had some issues w ragCopy
    I'll upload fixed soon
    copyragdollN5.gif
     
  30. dibdab

    dibdab

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    used the same method for upBody as the Fingers
    can record and play poses
    upbody.gif
    it's a nice way to have another anim system to switch on when needed
    to go into defense, reach etc...
     
  31. matidzeramz

    matidzeramz

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    your asset is the bomb, gta for android or gangster,top stuff
     
  32. dibdab

    dibdab

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    :) thanks

    if you have questions, want to know how some things work, ask
     
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  33. dibdab

    dibdab

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    added sequencing to upperbody moves
    upbodyseq3.gif
    it can filter which limb is being used
    upbodyseq3b.gif
    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)
     
  34. dibdab

    dibdab

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    I seriously would not had thought this will work
    not using capsule on character, but on feet
    at half timescale
    feetrun.gif feetrun1.gif
    will make it selectable caps/fullbody colliders
    it has a different feel

    feetrun4.gif
    this needed a bit of extra setup (w capsule meshes)
    feetrun7.gif
     
    Last edited: Sep 22, 2019
  35. dibdab

    dibdab

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    moving all jump from Renegade to JumpMechanics
    moving input code from Renegade to Input4WayBlend
    probably on separate script Fingers and Feet

    to make it all more organized and cleaner

    ____________
    update: there's no going back, Renegade is now going through refactor

    djumps4.gif
     
    Last edited: Sep 25, 2019
  36. dibdab

    dibdab

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    the jumps got new mechanics

    double jump
    this needed a bit of hack (duplicate animstates) since self-transition was not working well
    doublejump.gif

    what you see here:
    first jump: actor falls as it should
    second jump: the full jump animation (with steps)
    third jump: animation starts from jumping (no steps)
    doublejump2.gif

    I really like how it's shaping up

    still there's a margin of error
    djumps5.gif djumps7.gif
    update: this was probablly because I forgot about animation event placed too soon
     
    Last edited: Sep 25, 2019
  37. dibdab

    dibdab

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    djumps8b.gif
    djumps9b.gif
    renegadelite.jpg
     
    Last edited: Sep 30, 2019
  38. dibdab

    dibdab

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    djumps16c.gif djumps16d.gif
    the jumps need 3 events: cantFall, canFall, canJumpAgain()
    the ground heights are measured from the hip, and the two heels + on the foottips
    can use any number of anims


    Renegade Lite preview demo
    http://www.mediafire.com/file/luc561zw63boqkw/RenegadeLite.zip/file

    RenegadeLite2.jpg djumps16c.gif djumps16d.gif
    plan to release it for 15 USD
    and later come out with
    Renegade Soccer
    Renegade Fighter
     
    Last edited: Oct 5, 2019
  39. dibdab

    dibdab

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    for Renegade will include truck driving control for next update
    planned features: bows and arrows, horse riding, minimap
    story element features: carjacking, keys, objInfo, messXChange (knowledge, development, tactics), eventAction (timed, actor evokes a future event), actionChain (predefined sequence of actions' effects chain)



    FinalIK's new baker function makes it easy to create new animation variations
    riflebakerc.gif

    and cut up CMU's 1401 punch animations to clips
    this is 5a b c in blend
    1401.gif
     

    Attached Files:

    Last edited: Sep 30, 2019
  40. dibdab

    dibdab

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    punch direction by blend
    punchdir.gif
     
  41. dibdab

    dibdab

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    issues on the path to grab'n'throw mechanic
    yea, very suspicious that that is a gymbal lock
    throwx2.gif throwx3.gif
     
    Last edited: Oct 4, 2019
  42. dibdab

    dibdab

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    think I got this sorted out
    throwangle5b.gif throwangle5c.gif
     
  43. dibdab

    dibdab

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    and the end result
    throw6.gif
     
  44. dibdab

    dibdab

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    got this idea of mixing in irregular steps in
    strayloco0.gif

    for this we need to know
    which foot is on ground
    which foot the next move starts with

    the main difference is with what we had previously
    that it was starting new move from a looped forward run and transition back to it,
    now it can start a new move and keep starting again (depending on foot on the ground)

    here is how it looks in third-person control
    strayloco2.gif
    straylocorunx3b.gif
     
  45. dibdab

    dibdab

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  46. dibdab

    dibdab

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    added left and right side
    and modified blend tree for that
    Clipboard02.jpg

    jumpsLR1.gif
    but probably animator doesn't update parameters if crossFade transitions are going on
    so the side (PosX) doesn't change sometimes
    update: no, parameter updates fine
    (forgot to add the left/right anims to the other blend tree)

    jumpsflipLR.gif

    in the inspector:
    jumps.style
    flipjump.jpg
    starts on 2: means 2 feet
    blendx is the animSelect parameter (posY of blendtree)
    twoSides means there is left/right anim set

    so this setting is for 90_080 in the blendree
     
    Last edited: Oct 11, 2019
  47. dibdab

    dibdab

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    slow progress (of transitioning to the new version of Renegade)

    just realized you can copy-paste gameobjects between scenes
    copypack2.jpg

    also because of a bodyPosition bug in mecanim, will have to redo part of the animator and code
    multi-level blend trees like these probably exaggarate the problem
    blendtreex.jpg
     
  48. dibdab

    dibdab

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  49. newlife

    newlife

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    Very interesting. Keep up the good work!
     
  50. dibdab

    dibdab

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    Thanks!

    notes on rigging and re-targeting
    some scans or models have a bit bad pose for legs.
    a good T-pose have the legs a bit bent

    see re-rigged version on the left
    man_reRig.gif
     
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