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RPG Character Mecanim Animation Pack

Discussion in 'Assets and Asset Store' started by Graphicalgeek, Jan 22, 2021.

  1. Graphicalgeek

    Graphicalgeek

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    DISCORD SERVER: https://discord.gg/SK2CJcE3cZ

    https://assetstore.unity.com/packages/3d/animations/rpg-character-mecanim-animation-pack-63772



    Version Updates

    Update 6.4: Separate Landing .fbx. Added Bone based Character model for Blender. RPGCharacte.fbx now importable in Blender. FIXED: When the character is in the Relax state, if you equip 2 identical weapons (mace, dagger, sword) then it is not possible to make only a left or right attack, only the dual wield attack is possible. FIXED: switching to Unarmed from another weapon besides Relaxed keeps that weapon state. Added Air Control when falling option. FIXED: Strafing target isn't working. FIXED: facing lerp not properly working.


    Update 6.3: Add Weapon switching while moving. Add punching while moving. (Unarmed) Add Crawling from Crouched. Add Drunk/Zombie animations. (not in animator) Add 180 Turn animations. Add looping swim up/down animations. (not in animator) Fix some Animator connections. Misc script and animation edits.

    Update 6.2: Fix some Animator connections. Add IKHands features. Misc script edits.

    Update 6.1:
    MAJOR - Re-write entire codebase to decouple components, switch to event based method calls, consolidate animator calls to single class, reformat text. Animator cleaned up to use int based trigger system, removed a few booleans, tweak blends and connections. Re-pose ALL 2Hand Axe animations. Add Knockback, knockdown, diveroll animations to all weapon styles. Add proper Unarmed and Shooting GetHit animations. Switch input system to InputManager by default, provide optional InputSystem package. Add object based aiming for shooting weapons. Tweak Run Forward animations for most weapon styles. Update IKHands functionality. Re-organize project folders and add 38 pages of documentation.

    Update 6.0: Change controls to use Unity's InputSystem. Fix issue with IKHands script.

    Update 5.9: Add OnAnimatorMove for Root Motion tracking. Setup Inputs as presets. Clean up scripts and GUI.

    Update 5.8: Fix Blocking. Fix Aiming. Adjust Unarmed animations. Switch starting state to Unarmed. Remove outline meshes. Organize folders.

    Update 5.7: Move Animation Events to stand-alone script which is automatically added. Modify Prefab setup to make it easier to swap custom models in, allow some components to be removed without errors. Adjust Armed animation idles.

    Update 5.6: Update package to Unity 2019.1.0b8. Fix some animations, update a few animations, and fix immediate conversation stop.

    Update 5.5: Update package to Unity 2017.4.31f1.

    Update 5.4: Update package version to Unity 2017.1. Fix some layer warnings and update some animation import settings.

    Update 5.3: Allow 2handed running attack animations. Fix mis-exported Crossbow animations.

    Update 5.2: Change scripts so that GUIControls and NavMeshAgent components can be removed without issues.

    Update 5.1: Armed boost animation, fix climbing and sit start/end poses, remove club weapon style (use 2hand sword instead), export all animations with root motion node, consolidate perfectlookat script, misc animation and animator fixes and tweaks.

    Update 5.0: Fix movement blend trees. Fix and adjust animator connections and blends. Fix script errors.

    Update v4.9: Integrate Super Character Controller. Split character controller into multiple scripts for ease of update and replacing. Add jump flip animations for all weapon styles. Add swimming animations and tweak swimming. Change controller default buttons. IKhands now integrated into controller and automatically blends for 2handed weapons. Update character avatar to use Tpose for initial rig setup. Multiple animation and animator adjustments.

    Update v4.8: Update Headlook controller. Add jumping and running attack animations for melee weaponstyles.

    Update v4.7: Add Unarmed sprinting animation. Add idle alert animations for all weaponstyles and Unarmed.

    Update v4.6: Add global animation speed adjustment, Add Rifle/Crossbow blocking animations, add Rifle bayonet and butt hit animations, add Yes / No emote animations, Boost/Victory animations for all weaponstyles.

    Update v4.5: Replace many Animator triggers with Integer selection and single trigger per type of action, and update many Animator connections with updated parameters. Add bowing animations.

    Update v4.4: Add 2nd Kick animation for all Weapon/Fight styles. Fix 2hand club Animator settings.

    Update v4.3: Add crouch idles for all weapon styles.

    Update v4.2: Clean up / optimize weapon switching code.

    Update v4.1: Add Dual Sheath/Unsheath animations. Reorganize animator, remove 'Armed' property.

    Update v4.0: Add talking animations. Set Relax as default state, create transitions to Unarmed and Relaxed states, modify Relax animation stance.

    Update v3.9: Fix climbing, add slope navigation, misc fixes

    Update v3.8: Hip Sheath/Unsheath animations, charge animations, clean up roll animation blends / fix issue, tweak some Spear and Sword attack animations.

    Update v3.7: Injured walk animations.

    Update v3.6: Clean up/streamline animator by switching to state transitions and allow for easier state blending. Injured idle animations. Hook up custom pistol idle animations for Armed stance. Improve jump blends.

    Update v3.5: Directional Aiming for Rifle and Crossbow.

    Update v3.4: Directional aiming animations for 2Handed Bow and bow pull blend, directionally blended firing animations, fallDelay for small drops and going down slopes to stop triggering fall state, fix casting animation event timings, further abstract inputs, update documentation.

    Update v3.3: Add Buff, AOE, and Summoning casting animations.

    Update v3.2: Add instant weapon switching option. Make all casting animations loopable.

    Update v3.1: Add requested dodging animations for all weapon styles.

    Update v3.0: Add turning animations for all fightstyles.

    Update v2.9: Add relaxed walk/run blend. Adjust Bow/Crossbow Idle pose, adjust animation movement blendings.

    Update v2.8: Add running Attacks for Armed fight style. Fix some scripting bugs.

    Update v2.7: Add 2Hand Bow Blocking animations. Fix misc weapon switching and attacking with Shield bugs. Add Unarmed Roll Forward Loop animation, and TurnL and TurnR animations.

    Update v2.6: Add requested Sleeping animation, fix Animator transition errors, add basic NavMeshAgent support, adjust Relax idle animation.

    Update v2.5: Add requested Pistol reload animations.

    Update v2.4: Re-export all animations without meshes in the .fbx. Correct some misc. animation/export issues. Add diagonal shooting strafe animations.

    Update v2.3: Add 2Hand Sword overhand throw attack. Add alternate shooting animations. Add Crossbow reload animation, spear throw animation. Add directional running animations for all fightstyles.

    Update v2.2: Add Revive animations for all fightstyles.

    Update v2.1: Add more requested Sword and 2Hand sword attacks.

    Update v2.0: Add Pickup and Activate animations to all weapon styles. Add requested Sword and 2Hand sword attacks.

    Update v1.9: Add diagonal strafe animations to all the fightstyles. Fix some weapon switching and climbing code.

    Update v1.8: Add animation events to Movement, Attack, and Casting/Shooting animations. Clean up some animations and add root motion to some translation animations.

    Update v1.7: Add ladder climbing. Break GUI controls off into separate script.

    Update v1.6: Add new Club and 1 handed Spear fightstyles and models. Added 2Handed Spear animations and Shield bash animation. Fix issue with weapon switching after Swimming.

    Update v1.5: Add Rifle weapon type and directional movement and aiming.

    Update v1.4: Add camera rotation control and requested Sit/Stand animations.

    Update v1.3: Adjust control script for camera relative movement and abstracted inputs for easier script hookup for outside controllers. Added requested Shield-Run-Block animation and IK hands script for adjusting hand placement on weapons for different proportioned arms/weapons.

    Update v1.2: Added swimming and female walk. Fixed a few issues with Animator referencing incorrect animations.

    Update v1.1: Added 9 pistol animations for Left/Right/Dual attacks.


    FAQ

    ARE THE ANIMATIONS IN THE RPG CHARACTER PACK JUST A CULMINATION OF ALL THE OTHER WARRIOR ANIMATION PACKS?
    No, the animations in the RPG Character Mecanim Animation pack were created independently of the Warrior packs, aside from some of the Two-handed Spear animations and some of the generic idle type animations. Where many of the attack animations in the Warrior packs contain Root Motion to move the character during the animation, all the attack animations in the RPG Character pack were created so the character moves minimally during the attack and returns to the same starting position.
     
    Last edited: Jun 22, 2021
  2. tatien

    tatien

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    Jun 24, 2014
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    Hi,
    Unity always freeze when I try to open the sub state: BaseLayer>Armed>Armed-Idles>Non-Shield>Non-Pistol in the animator window.
    Using version 6.2, tested with Unity 2019.4.19f1 and 2020.2.3f1
     
  3. Beto-Caldas

    Beto-Caldas

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    May 27, 2013
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    I have a problem with the CAM included into the package.
    The default scene, RPG-Character, is like this when I press play, gray with some texts.
    default-config.jpg
    play-default.jpg
    My scene is with the same problem.
    config-cam.jpg
    play-cam.jpg
     
  4. Graphicalgeek

    Graphicalgeek

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    tatien likes this.
  5. Graphicalgeek

    Graphicalgeek

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    Beto-Caldas likes this.
  6. Beto-Caldas

    Beto-Caldas

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    I'm using an new project created with universal render pipeline
    version unity.jpg
     
  7. Graphicalgeek

    Graphicalgeek

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    Change the "Gui Camera" Render Type to "Overlay"
     

    Attached Files:

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  8. Beto-Caldas

    Beto-Caldas

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    Thanks man.
    Perfect now.
     
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  9. Daahrien

    Daahrien

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    Any idea why character loses collision detection some times after jump, like 1 in every 2 jumps.

    It goes through to below the terrain/cube floor.
     
  10. Graphicalgeek

    Graphicalgeek

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    Have you adjusted the SuperCharacterController Radius to be larger than your character's capsule collider?
     
  11. Daahrien

    Daahrien

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    Yeah it is larger, also I moved the feet sphere a little lower so it has even more space between it and the capsule collider. But that didn't fix the issue u.u

    Edit. it also happens by just walking for some time on a cube-floor. both jumping and walking for some seconds triggers the no collision bug.

    Edit2. I "resetted" the SCC script, and re put the character collider, layers etc. And now it happens less often, but still happens, not just that often.

    Edit3. It seems when the feet sphere lowest point is more or less exactly in the lowest point of the capsule collider is when the bug happens less often (10 jumps instead of 1 or 2 when is higher or lower).

    Edit4 xd. I kinda fixed it using a raycast to check if the character is below the terrain I put it back on top and the collisions work again thankfully. This happens so fast the user doesnt even see the character popping below the terrain. :D
     
    Last edited: Apr 1, 2021
  12. Graphicalgeek

    Graphicalgeek

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    Glad to hear you figured out a fix! Would you mind sending me your .unity scene file so I can take a look at the settings that are causing this? I haven't seen it happen at all in the demo project.
     
  13. Daahrien

    Daahrien

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    1.- I just updated to latest version and it seems the weapons collider/rigidbody pushes the player. (I added those components to the weapons so they detect collisions with enemies/trees/etc).. They are even kinematic, and still push the player when colliding with the terrain for example.

    Basically, If i get near a tree or rock with a weapon equiped I get pushed back and also the character rotates both in the y axis and the other axises (which is weird cause the rigidbody constraints wouldn't allow it, they are set to not rotate in x or z). Also, besides being pushed back if I walk or run the character goes through like there is no collision with them (the trees), which use a capsule collider. The rocks which use mesh collider dont suffer that last problem, but I still get pushed back if I get near them while holding a weapon. The weapon has a collider, I removed the rigidbody from it and I get the same results. (And will probably add it again cause now the weapons can't detect the collision with the trees/rocks when attacking...).

    2.- Also for some reason the weapons were rotating even tho their rigidbody is set to not rotate in any axis, also dont move. Prolly unrelated but it didnt happen with the old 6.0 version. Same unity version 2021.1.0f. I should update unity too... (I kinda fixed this by setting the weapon back to its correct position/rotation every frame, which works...).

    Image attached showing the character being pushed and all rotated wierd.

    3.- Also, how do I attack with fists? (no weapon equiped).

    4.- Fixed 4. Nvm.

    5.- How do I check if the player is attacking. Tried controller.isActive("Attack"), but doesn't seem to work? This is I can check the collision of the weapons to the trees/enemies/etc only when the player is attacking. It seems to return false always.

    6.- Strafe doesn't seem to do anything, I use it as the docs (every frame that the button is pressed, I Start it, because it seems it ends alone after one frame). Even doing that, strafing seems to do nothing, It used to work in 6.0, I set an object just above the character as target and it used to work, but not anymore in 6.3. I also tried setting a random object in my scene as target and it didnt work out either.

    Edit.- I have added more details, haven't had an answer in more than a week. @Graphicalgeek
     

    Attached Files:

    Last edited: Apr 22, 2021
  14. goodgulf91

    goodgulf91

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    Hi,

    I have some problem with keyboard movement it's not even working correctly on the demo scene.
     
  15. valmyr

    valmyr

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    Hi What is the difference of this pack and the other packs? (warrior and fighter packs)

    I noticed like the sword and archery anims are almost the same.
     
  16. Daahrien

    Daahrien

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    This should have a discord server :p
     
    Last edited: May 1, 2021
    scradsleep and Beto-Caldas like this.
  17. scradsleep

    scradsleep

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    have a problem with the Characer rotating EXTREAMLY fast i tried to set rotation speed lower it was 100f i set it to 3f made no differance, when the charater is rotated from the "A or D' or even mousebutton(1) it just spins out of controll like 720* for like less then a second push
     
  18. scradsleep

    scradsleep

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    /agree
     
  19. scradsleep

    scradsleep

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    sorry set it in code didnt update in inspector rotation speed at 3f now and more acceptable rotation speed although not with the mouse button(1) still ridiculously spinning
     
  20. Graphicalgeek

    Graphicalgeek

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    Last edited: Jun 9, 2021
  21. iguanou

    iguanou

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    Hello ! @Graphicalgeek your discord server invitation no longer works. Is it possible to have a permanent one ?
     
  22. Graphicalgeek

    Graphicalgeek

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    I'm not sure why the address changed, but this one is working: https://discord.gg/SK2CJcE3cZ
     
    Last edited: Jun 9, 2021
  23. Bioxx

    Bioxx

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    I'm having the same problem as scradsleep up above. I've followed the tutorial video on getting my character setup with the controller from this pack and my character is just rapidly spinning on the y axis with no input from me.

    Also, that link for discord still says its expired.

    Edit: I solved the spinning character by rebuilding it in a new scene where it worked fine. However I have a new problem. I'm trying to determine where the forward movement vector is determined in relation to the camera. My game is top down and with a perfectly vertical camera, the controller refuses to move the character when used WASD.

    Edit 2: And I figured that out as well. SetMoveInput in RPGCharacterController if anyone else is interested.
     
    Last edited: Jun 8, 2021
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  24. Graphicalgeek

    Graphicalgeek

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    Sorry for the Discord link F***ery. This is my first Discord server and I have no idea why default links would be time limited.

    I've created a new link and set this one to NEVER EXPIRE!

    https://discord.gg/SK2CJcE3cZ
     
    Last edited: Jun 9, 2021