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Assets Renegade Project [DriverN Shooter system]

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

  1. bobadi

    bobadi

    Joined:
    Jan 3, 2019
    Posts:
    115
    this way procedural modification of animations played by mecanim is doable

    opens up many possibilities
    - root transform position / rotation [lateupdate, matchtarget]
    - hip transform position + foot adjust / hip rotation [onanimIK, lateupdate]
    - footL/footR position / rotation [ik/ccd]
    - handL/handR position / rotation [ik/ccd]
    - spine fwd / bck / left / right bend [ccd]

    though usin all at once might be heavy but switch on/off a couple ones


    latest R.99 demo
    added transitions between RFWD-RBCK and LFWD-LBCK
    so locomotion is 90% ready

    R0999a.gif
    you see in the demo
    that velocity trackin should be used for
    situations like run forward > stop run > run backwards
    and limitations for switchin from turn state to state [like walk turn can > idle turn > run turn, but run turn can be only run turn, other turns need slow down first]
    or limitation for run turn to be inplace or switched from run [so can start run turn from idle, but it's different in run (btree) same xc for loco dif velo dif xc for turn ]

    added xt dependant on xc like this
    xt.jpg

    and works like this
    http://www.mediafire.com/file/pm0gu9qyhl2jgfs/R099_92.ZIP/file

    added switchLegs which works on leg position and feels a kinda random
    but could be made to be explicitly set by input
    switchlegs.gif
     
    Last edited: Sep 27, 2020
  2. bobadi

    bobadi

    Joined:
    Jan 3, 2019
    Posts:
    115
    killed a lot of days on stairs

    wanted to get go non-kinematic but
    that's virtually impossible because of collisions and frictions

    made animations w dif step heights and lengths
    and using blendtree
    added targetmatching too but have to analyze that
    5th version
    stairsF74.gif stairsF72.gif

    the things is that it variates a bit
    fallin state not final either

    only for forward yet

    //link removed
     
    Last edited: Oct 12, 2020
  3. bobadi

    bobadi

    Joined:
    Jan 3, 2019
    Posts:
    115
    added start run
    [leftShift] + direction [arrow keys]
    099d.gif
    and added stop run

    A D : turn L R
    W S : turnAngle
    G F : left / right
    M N : speed up / down

    //link removed


    there seems to be a bug with stairs setting doesn't clear (?)
     
    Last edited: Oct 12, 2020
  4. bobadi

    bobadi

    Joined:
    Jan 3, 2019
    Posts:
    115
    Last edited: Oct 13, 2020
  5. bobadi

    bobadi

    Joined:
    Jan 3, 2019
    Posts:
    115
  6. bobadi

    bobadi

    Joined:
    Jan 3, 2019
    Posts:
    115
    added avoid left and right
    and avoid turn

    [key Q] avoid L
    [key E] avoid R
    [1] avoid turn L
    [3] avoid turn R

    avoidnTrn.gif


    now some parameters are ex posito on slideor

    I need to differantiate on fadeins. [values array for blend ranges?]

    //link removed
     
    Last edited: Oct 29, 2020
  7. bobadi

    bobadi

    Joined:
    Jan 3, 2019
    Posts:
    115
  8. bobadi

    bobadi

    Joined:
    Jan 3, 2019
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    115
    fixes:
    avoid can transit to diagonal
    circ can transit to diagonal
    roll and slide transits to walk/run not stand

    new:
    added start walking [leftShift] + direction [arrow keys]
    added stray L/R [key Y/U]

    added GPControl first version
    but there seems to be an issue in the build with the GP input I never experienced in the editor
    (then trying again was no issue, maybe my GP controller went crazy?)

    update:
    fixed startLoco >> StopLoco
    improved 180 turn
    GP now controls turn parameters

    //link removed
     
    Last edited: Oct 29, 2020
  9. bobadi

    bobadi

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    Jan 3, 2019
    Posts:
    115
  10. bobadi

    bobadi

    Joined:
    Jan 3, 2019
    Posts:
    115
    animFixer starts to shape up

    (original on the left)
    16_06.gif 127_25.gif
     
    Fibonaccov likes this.
  11. bobadi

    bobadi

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    Jan 3, 2019
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  12. bobadi

    bobadi

    Joined:
    Jan 3, 2019
    Posts:
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    atomicjoe likes this.
  13. bobadi

    bobadi

    Joined:
    Jan 3, 2019
    Posts:
    115
    sword mechanics mixed with 0.98Renegade Ai

    still full of bugs, but performance seems good
    sword20ai.gif
     
  14. bobadi

    bobadi

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    Jan 3, 2019
    Posts:
    115
    Last edited: Feb 5, 2021
    Fibonaccov likes this.
  15. bobadi

    bobadi

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    Jan 3, 2019
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    added

    turn towards moving direction
    turn towards target.forward when reached
    aiwalker99c1.gif
     
  16. bobadi

    bobadi

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    Jan 3, 2019
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    added turning to direction by animation

    also turn towards opposite direction
    turn2mov.jpg

    aiwalker99c2.gif
     
  17. bobadi

    bobadi

    Joined:
    Jan 3, 2019
    Posts:
    115
    added formations (squads)
    and obstacle avoidance

    squad1.gif
     
  18. bobadi

    bobadi

    Joined:
    Jan 3, 2019
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    think I will replace targetmatching with lerpcontrol
    found matchtarget unreliable and do not want to switch off colliders
    lerpcontrol can control position, speed better

    also added custom bounds (capsule height) based on actor pose
    and calculating if contact bodypart is beyond contactpoint

    different distances lerping to contact point
    jumplerpx3.gif
     
    Last edited: Feb 16, 2021
    Fibonaccov likes this.
  19. bobadi

    bobadi

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    Fibonaccov likes this.
  20. bobadi

    bobadi

    Joined:
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    Posts:
    115
    locomotion improvements startwalk/startrun interruptions
    (looks nothing special but was quite tricky to get working together)

    stepsunsteps.gif stepsunsteps2.gif
     
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