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Sword Animset Pro (no shield) - 170 mocaps and controller [RELEASED]

Discussion in 'Assets and Asset Store' started by Kubold, Jun 11, 2015.

  1. Kubold

    Kubold

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    Click to get it now on Asset Store


    This package contains a set of over 170 motion captured animations for characters armed with a sword. It also contains a TPP sword fighting game template with "drag and drop" Player and Enemies controllers, made in PlayMaker visual scripting plugin in Unity.

    You need PlayMaker for the controller to work

    Web Player - TPP Slasher



    www - Tutorials
    www - FAQ


    If you don't want to use PlayMaker, you can still use all the animations to build your own controller. The animations do not require PlayMaker to work.

    All animations are in FBX format, baked on Autodesk HIK skeleton, used in all Kubold's animation packages. They use Mecanim Humanoid Rig, but can be converted to Generic or Legacy rig. All animations, except platformer jumping, use Root Motion.

    --------------------------

    Included motions:

    - walking
    - running
    - attacks
    - parrys, blocks
    - hits
    - counters
    - deaths
    - knockdowns
    - falling
    - jumping (platformer style)
    - getting up
    - equip/unequip sword
    - slow walking (for guards and such)
    - taunts
    - victory cheers

    PDF - Animation list


    ---------------------
    Included models:

    - saracen model (6222 poly, 4K textures: Diffuse, Normal, Specular)
    - dummy character
    - sword (4K textures: Diffuse, Normal, Specular)
    - shield (4K textures: Diffuse, Normal, Specular)

    Included prefabs:

    - Player
    - Enemy (AI, Navigation, combat)
    - health pack
    - kill counter
    --------------------------

    Animations are compatible with other Kubold's animation packs. For more info and tutorials visit:
    Kubold's home page
     
  2. theANMATOR2b

    theANMATOR2b

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    Nice pack Kubold - and nice web player build too. Good work.
     
  3. goldencruz

    goldencruz

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    I don't understand why you don't add unsheathe and sheath in the demos especially if it included?
     
  4. Kubold

    Kubold

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    If you hide the weapon, you would need to have an unarmed animation set to continue to move with no weapon (like Movement Animset Pro). Sword Animset Pro has only animations with the weapon drawn. It doesn't have unarmed movement animations, so the character would still have to continue with the weapon drawn, which is nonsense. I would have to sell both sets together.

    ...which might be worth to try actually...
     
  5. goldencruz

    goldencruz

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    well I bought both sword and shield and movement so I like to see a small demo for the ones that bought both I been trying to do it but it not working for me
     
  6. Kubold

    Kubold

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    I can show you how it is supposed to be looking like (time 1:13):



    I'm just selling animation sets with demo controllers, I'm physically not able to make your games for you guys, I'm sorry. All my time is practically taken by making animations and new packages. Please, buy the sets only if you feel you could use them. This is what I basically written in the beginning of the FAQ.
     
    MotuProprio likes this.
  7. theANMATOR2b

    theANMATOR2b

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    Totally agree Kubold. I think setting up character controllers is something the developer should be able to do themselves. Your selling animation packages - not character controllers. Not to reduce the work of any developer who can create a quality character controller, but the hard part is getting the animations setup looking good and working with Unity - not creating the controllers.
    Your animation packs are really good. I haven't purchased any (because that's against my animator religion) :) but the quality you deliver is top notch. Please keep it up.
    The quality you deliver makes animators like me push beyond what I think is "good enough".
     
    TeagansDad likes this.
  8. Pandur1982

    Pandur1982

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    Thx for this asset i love it. I have one question for the controller, i See you use character controller, motor, i this better as rigidbody? At Time i build my own and iam Not sure what i will use.
     
  9. Kubold

    Kubold

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    Not better, just different. You should use whatever you feel will cause you less problems in your game. For example rigid body (or any PhysX object) can freak out on old (8 years +) laptops with built-in crappy graphics cards.
     
  10. Pandur1982

    Pandur1982

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    Ah ok at time i work with rigidbody controller for swim / gravity i think i will show what a better for the game is :D

    one more question,i have see we have a animation in the asset for eqiup and uneqiup the weapon,will you use for it ik target or a trigger to activate the sword? I think von sword on body is static ( on spine1) and the real is in th right hand and deactiv,so when my hand with a collider play the animation to the static sword (trigger) the static sword will deactive and the real in the right hand will active the problem is that will not look so goot how you have fix this problem on your game?
     
  11. witchscroll

    witchscroll

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    Hi kublod
    this asset looks nice and real.
    1
    I wonder what's the difference between this pack and the Sword and Shield Animset Pro.
    a shield? or the quality of this pack is higher than Sword and Shield Animset Pro?
    do i need to buy both packs? if the difference is small, i suggest you add something about shield in this asset pack.
    2
    I saw you said you are intend to make 2hand sword fighting animations in future in the Sword and Shield Animset Pro thread. i wonder when the release date will coming? i heard you an animator of witcher3, cool. look forward to your 2hands sword fighting animations pack.
    3
    will you add some 'finish/death move' in future?
    4
    what pathfinding the enemy is used? the navmesh things in unity, or your own one?
    5
    just saw your abandent sidescroll project 'dark fantasy' at your youtube channel.
    I like it, and suggest you make some tutorials about how to make it. or simply release it as another asset pack in asset store. i think that's better than just abandent it.

    I'm developing my indie game, it's an 3d[not 2.5d] sidescroll rpg game.
    http://forum.unity3d.com/threads/wipwitchscroll.224179/page-2#post-1923976
    your animation pack seems nice and usefull to my game, I will keep an eye to your work.
    goodluck.
     
    Last edited: Dec 3, 2015
  12. Kubold

    Kubold

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    1. Different animations. In one set you have a guy with just 1 sword and right hand forward position. In SnS you have a guy with a sword and shield and left hand (shield) forward position. You can just watch the videos to see what I mean. So the difference is 100%, there are no doubled animations. You don't have to buy anything, you can buy just one or you can buy both. It's totally up to you and what you want, I'm just givig you options and more choice. You should look at the animation previews and decide what you want. You can think of it as different fighting styles.

    2. Yes, I will make 2 handed weapons set eventually. I don't have a release date yet.

    3. It's very probable :)

    4. It uses Unity's built in Navigation.

    5. This abandoned game is so old, that I would have to re-do it from scratch. Also I was quite a beginner at making gameplay, so it doesn't have clean code, it's just a mess. For thesame reason it is not fit to be sold to other people. I abandoned it, because I realized there is no sense in making mobile games like that.

    Cheers,
    Jakub
     
  13. witchscroll

    witchscroll

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    Hi Kubold

    just buy this asset in asset-store. looks nice but have some questions
    1
    after import playermaker, then import it into my project , then use the input and tag files replace the original, then run it in play window, the mouse look worked, but the wsad is not. no matter i press w/s/a/d, the character allways move forward, i don't know what's wrong. i checked input setting, it's right. i know it must be my fault, not this asset. but i want to know how to do it correctly.
    2
    great news!
     
  14. Kubold

    Kubold

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    Hi,

    This is a bug caused by PlayMaker 1.8 beta.

    In PlayMaker 1.8 one of the most important Actions - Smooth Look At Direction - changed from being infinite to finite (so in new version, when the object finishes rotating, the action turns itself off, instead of continuing infinitely). This breaks all my controllers, since they rely heavily on Smooth Look At action.

    Quick fix for now is to replace ...\Playmaker\Actions\SmoothLookAtDirection.cs Action from v1.8 with the SmoothLookAtDirection.cs Action from v1.7.x

    I will include the old SmoothLookAtDirection.cs as a separate action in next updates, but it will take some time, since I have to click through all SmoothLookAtDirections in all my controllers.
     
    Last edited: Dec 18, 2015
    theANMATOR2b likes this.
  15. witchscroll

    witchscroll

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    1
    it's not a 1.8 issue, I use 1.784.
    today I fixed it. by replace the smoothlookatdirection.cs from 1.73.
    2
    xmas coming. will you lauch a discount for all your asset store goods?
    3
    will you add a sidecroll controller in future?
     
  16. Kubold

    Kubold

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    1. Thanks, good to know. But it should not last long, since PlayMaker guys promised to revert the changes in smoothlookatdirection.cs
    2. It all depends on Asset Store staff. They decide what goes on sale.
    3. Sidescroller starter controllers are already included in Rifle Animset Pro and Sword and Shield Animset Pro.
     
  17. theANMATOR2b

    theANMATOR2b

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    Regarding Smooth Look At Direction

    1.8.0.f38 (beta) Restored old behaviour of SmoothLookAtDirection action.
     
  18. Kubold

    Kubold

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    Awesome. Controllers should work normally now.
     
  19. Pandur1982

    Pandur1982

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    Why is in this animations no Root Transform function in it? When not use a charcontroller but a capsule collider with rigidbody the char go with this animations in the air when you go on stairs down.That Problem have this pack not the movement pack or sword shield pack,why?
     
  20. Kubold

    Kubold

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    You would have to tell me how you did it, so I can reproduce it. Those are normal animations, there is nothing different happening there, then in other packs.

    If the character is not falling down, there may be various different reasons. For example, the gravity is turned off, or the rigid body is set to Kinematic, or The translation constraints are toggled, or something like that.

    Oh, and one more thing. Unity 5.4 beta has a bug, root motion doesn't work. Use Unity 5.3.1.
     
  21. Pandur1982

    Pandur1982

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    Hello back,so i have use two BlendTrees in the animator in the first Blendtree is Walking like walk forward,backward,strafe left and right and so one.In the other Blendtree is Swordwalk like walk forward,backward and so one.So when the Player is in Movement with no sword he is in the Blendtree Walk he can go the stairs down and stand not in the air,that is good.so when i equip my sword my player go in the blendtree sword so when i go the stairs i stand in the air and fall very very slow down. so i have change in the sword blendtree the animation with that from shield animation set and test it,i go to the stairs and can go down no Problem.So i have look what is the problem in the animations and i find that





    you see the first is from movemnt walk and have Root Transform Position (Y) Bake Into Pose and on the second pic is from the sword set walk and he have no Root Transform Positions. I have look here in the Forum and found that the Root Transform Position most on Bake Into Pose to send gravity to animation floor so see here : http://forum.unity3d.com/threads/enemy-walks-in-air.252855/

    i have test it out and set Bake into Pose out on the walkfwd Loop and go on the stairs and see my player walk in air and fall very slowly down to the stairs.when i put Bake into Pose on Y he walk the stairs down and i have no problems,that is my problem.
     
  22. Kubold

    Kubold

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    Ok, I think I got it.

    I did some test and it looks like it is fault of Scale. This is the only difference I found between animations that work correctly with gravity, and animations that don't.

    Apparently, since a certain version of Unity, that happend After Sword and Shield Animset Pro and before submission of Sword Animset Pro, Unity changed how FBX files are imported if it comes to Scale.

    Older files have this scale:

    Clipboard01.jpg

    Newer files have this scale:

    Clipboard02.jpg

    Older files work nice with gravity, newer files don't. My guess is that this new Scale Factor system is messing up Gravity, if Root Motion is turned on.

    I can't do anything about it, it's a problem of Unity importer and the new scale system. All files import like that now, even if I just copy and reimport the old file, that worked well, it imports using the new Scale system and gravity stops working on it.

    So short answer - it's a Unity importer bug. Please file a bug report to Unity. For now, the only workaround is to use CharacterController, and not Rigid Body.

    EDIT: No, sorry, there is another workaround! You need to download some old version of Unity, for example Unity 4.6, create a new project and reimport the animation files using this version. Truly reimport, remove and drag and drop the file to the project again, not just re-open. After you do this, you can open this project with Unity 5.3.1 and the animations will respond to gravity normally.

    I will try to do this trick on my side too and reupload the pack, who knows when Unity will handle this bug.
     
    Last edited: Jan 4, 2016
    theANMATOR2b likes this.
  23. Pandur1982

    Pandur1982

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    Thx for the infor with unity 4.6 i will test it next time,hope unity fix it soon.my problem is i have on the sword hits many sendEvents in it.
     
  24. Pandur1982

    Pandur1982

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    So i have test it, i have install unity 4.6 and import on that the sword package i see the scale on it i 1.so i have reimport it again and remove it and drag and drop it so it is all time scale 1.so i have drag and drop it in mygame project the end of it is the project will not more start.shaderasset0.res problem that is from unity 4.6... so i think i wait and hope in the future this pack will work on unit 5.3 we the offer packs with that i have no problems.
     
    Last edited: Jan 5, 2016
  25. Kubold

    Kubold

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    SOLVED!

    Ok, I tested even more and I found a precise workaround. You don't need Unity 4.6, you can do it in Unity 5.3.1:

    1. Import Sword Animset Pro normally, and do this operations for every animation fbx file:
    2. Go to Rig tab and convert it to Generic rig and select Root bone as Root.
    3. Go to Animations tab and check the "Root Transform Position (Y) Bake Into Pose" checkbox in all animations. Notice, that gravity is working fine now.
    4. Go to rig tab and convert the rig to Humanoid.
    5. Go to Animations tab and in Motion section, select Root bone as Root Motion Source. The gravity will still work fine.


    This is a crazy workaround, but it works. This only proves that it is some crazy bug... I will do this on my side too and update the package.


    I sent a bug report to Unity btw., case 759024.
     
    Last edited: Jan 5, 2016
    theANMATOR2b likes this.
  26. Pandur1982

    Pandur1982

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    Big Thx i will test it on the weekend when iam at home :D by the way what animation pack will you bring as next out?
     
  27. witchscroll

    witchscroll

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    Hi kublod
    1
    I wonder where is the "get angle Y" action came from. they are not offical playmaker action.
    guess it from an addon by other user, but what's name the pack is?
    2
    no animations about character be hit or knockdown from back. suggest add them.
    3
    look forward to your 2hand sword animation pack. hope it include some death\finish move.
    4
    you use a lot get angle Y action, I wonder how to make same effect with offical playmaker actions.

    good luck.
     
  28. Kubold

    Kubold

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    GetAngleY is the same as this:

    1.jpg

    The SignedAngle result Float is -180/+180 angle on Y axis, between the owner of this FSM and the TargetGameObject. You can also get X and Z axis angle, just switch the axis in third Action.

    The GetAtan2FromVector3 Action is official, but you still need to get it from PlayMaker Ecosystem trigonometry section, it's not included in basic PlayMaker. It's just more convenient to have those three Actions in one.

    And yeah, I usually add more animations in updates, so hits from the back are a good candidate.
     
    Last edited: Jan 10, 2016
    theANMATOR2b likes this.
  29. witchscroll

    witchscroll

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    thanks
    your idea about use angle to controll character move and look is very smart.
    I just done the movement part of my own charater controller. and i 'd like to say i can't done it without getangley.
    1
    I wonder what's the difference between 'getangleY' and 'get angle to target'[this is an offical action]
    2
    is this getangleY made by yourself? if so, also make getanglex and getanglez, then release it.
    3
    suggest add a few normal walk/run animations without weapon equiped/drawed.
     
    Last edited: Jan 11, 2016
  30. witchscroll

    witchscroll

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    Hi kubold

    1 month passed, I just made the combat systerm for my indie game. from your controller i learned some great idea, such as use 2 same animations in mecanim window to avoid next attack play too eariler. and your animations also looks the best on unity assetstore. thanks.
    here are my questions and suggestions
    1
    suggest add an attack_move_slow_whirl_r_2 animation. the attack_move_slow_whirl_l_2 looks nice though. but a 'r' version will be a good supplement.
    2
    suggest add some moving while turn 180/90 degree animations. because all your turn 180/90 degree animations are inplace animations.
    3
    suggest add an animation about draw weapon from back.
    4
    suggest add some animations about behit from back, knockdown from back, die by attack on back.
    5
    I still do not know where you get the getangleY action from. tell me it's in which playmaker action pack.
    6
    hope the 2hand swords animation pack with finish-move coming soon. any news about it?
     
  31. theANMATOR2b

    theANMATOR2b

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    I don't want to speak for kubold - but there are solutions to a couple of your suggestions built into Unity.
    Any L or R movement can be mirrored using the mirror function within the animation clip as long as the character is setup as humanoid - see here http://docs.unity3d.com/Manual/class-AnimationClip.html
    This can be accomplished by generating root motion for those specific clips. See this video for an example - http://unity3d.com/learn/tutorials/modules/beginner/unity-5/root-motion-authoring?playlist=17099
     
    PhoenixRising1 likes this.
  32. witchscroll

    witchscroll

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    yeah, i know the mirror function and the root motion, i think that is not a good solution, the real animation will be much better. but still , thank you theaniamtor2b.
     
    theANMATOR2b likes this.
  33. Pandur1982

    Pandur1982

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    Hey Kubold for a long time i have look up for your 5 steps to became root motion on the y axis.

    1. Import Sword Animset Pro normally, and do this operations for every animation fbx file:
    2. Go to Rig tab and convert it to Generic rig and select Root bone as Root.
    3. Go to Animations tab and check the "Root Transform Position (Y) Bake Into Pose" checkbox in all animations. Notice, that gravity is working fine now.
    4. Go to rig tab and convert the rig to Humanoid.
    5. Go to Animations tab and in Motion section, select Root bone as Root Motion Source. The gravity will still work fine.

    but sry it will not works i became no Root Transform Position (Y) Bake Into Pose all time Root Motion is driven by curves,so over a year later i have look again and have hoping the package is fix it and the animation have root motions but i must see all animations have no root motion and the problem will be standing on it.
     
  34. Pandur1982

    Pandur1982

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    Ok i found the Problem, go on Animation , Motion and select from Root to None and it works.
     
    theANMATOR2b likes this.