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retargeting arteria model animations

Discussion in 'Animation' started by hike1, Oct 15, 2013.

  1. hike1

    hike1

    Joined:
    Sep 6, 2009
    Posts:
    401
    I bought a Crusader model from Arteria3d, the model is actually lopoly (4000) enough to use in a game, but I'm more interested
    in retargeting the animations. What kind of a blend tree do I need? I just want to be able to stick 'attack' in an 'attack' slot, 'walk' in a walk slot much like legacy animations, don't need any 'idle to walk' etc. transitions. Here are the animations
    I'm thinking it's a wagon wheel tree with 'idle' in the middle and all the rest branching out?

    tpose,0,3
    SwordCombatReady,4,50
    SwordHighSwordStraightDown,51,86
    SwordSwingLowLeft,87,122
    SwordSwingLowRight,123,158
    SwordSwingMidLeft,159,194
    SwordSwingMidRight,195,230
    SwordThrustHigh,231,266
    SwordThrustLow,267,302
    SwordThrustMid,303,338
    SwordDying,339,401
    SwordGetup,402,451
    SwordWalk,452,484
    SwordDodgeBackwards,485,517
    SwordDodgeLeft,518,549
    SwordDodgeRighht,550,585
    SwordDuckBelow,586,621
    SwordShieldBlockHighFront,622,658
    SwordBlockHighLeft,659,694
    SwordShieldBlockHIghRight,695,730
    SwordShieldBlockLowFront,731,766
    SwordShieldBlockLeft,767,798
    SwordShieldBlockLowRight,799,834
    SwordShieldBlockMidFront,835,867
    SwordShieldBlockMidLeft,868,903
    SwordShieldBlockMidRight,904,936
    SwordparryLowFront,937,973
    SwordParryLowLeft,974,1026
    SwordParryLowRighjt,1027,1062
    SwordParryMidFront,1063,1098
    SwordParryMidLeft,1099,1134
    SwordParryMidRight,1135,1170
    SwordSwingHightLeft,1171,1206
    SwordSwingHighRight,1207,1242
    NPCDissapointed,1243,1347
    NPCBoring,1348,1474
    NPCExplanation,1475,1521
    NPCPointingA,1522,1579
    NPCLookingAround,1580,1755
    NPCShrugs,1756,1799
    NPCTalking,1800,1846
    NPCUseObject,1847,1886
    NPCSitDown,1887,1914
    NPCStandFromSitting,1915,1942
    NPCGoToSleepPOSE,1943,2013
    NPCSleeping,2014,2090
    NPCWakingUp,2091,2154
    NPCDyingA,2155,2219
    GENjump,2220,2296
    GENSneaking,2297,2346
    GENHitFromBack,2347,2382
    GENHitFromLeft,2383,2418
    GENHitFromFront,2419,2454
    GENHitFromRight,2455,2490
    NPCThinking,2491,2567
    NPCWarning,2568,2627
    NPCDyingB,2628,2667
    Charge,2668,2689
    GENRun,2690,2711
     

    Attached Files:

  2. TonyLi

    TonyLi

    Joined:
    Apr 10, 2012
    Posts:
    9,763
    [Side note: For some of the older Arteria3D models, after you set the Rig to Humanoid, click on "Configure..." and make sure the bones got automapped correctly. The newer Arteria3D rigs (like on One Base Male) automap fine.]

    The animator controller needn't be specific to Arteria3D models. You can drop the Locomotion Starter Kit controller on the Crusader and it'll work just fine. Then you could, for example, create an upper body layer for the sword animations.

    Heikki Tormala wrote an article on Gamasutra that's a little dated now but might give you some ideas for more complex animation state machines.