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True FPS Demo

Discussion in 'Animation' started by GenaSG, Jan 21, 2018.

  1. GenaSG

    GenaSG

    Joined:
    Apr 19, 2014
    Posts:
    108
    Hello everyone,
    I've decided to share my true fps demo with you. It's a simplified functionality from my side project.
    Demo can be downloaded from https://github.com/GenaSG/TrueFPSDemo .

    Enjoy
     

    Attached Files:

    Last edited: Feb 2, 2018
    KERBOT, CassioKF and Mauri like this.
  2. CTPEJIOK22

    CTPEJIOK22

    Joined:
    Sep 4, 2013
    Posts:
    85
    thanks, man, your project is good as start point
     
    GenaSG likes this.
  3. naimabbassi

    naimabbassi

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    Feb 21, 2017
    Posts:
    11
    hi , when i put my model i get some error , the head is rotated and not work for it i don't know way, can you make
    a tutorial for it.
    thanks
     
  4. GenaSG

    GenaSG

    Joined:
    Apr 19, 2014
    Posts:
    108
    Hello,
    Usually that means that animation doesn't work properly. Probably non humanoid rig.
     
  5. Harrier

    Harrier

    Joined:
    May 11, 2015
    Posts:
    7
    Do you use own IK because LateUpdate is moving bones and IK target is in wrong position?
    I decided to try AnimationUtility.SetEditorCurve and make own animation using editor script, but i realized that SetEditorCurve uses muscle FK instead "transform" FK?
    I have no idea how to simply do something like this with muscles:

    Code (CSharp):
    1. this.animator.GetBoneTransform(HumanBodyBones.Spine).localRotation *= Quaternion.Slerp(Quaternion.identity, this.character.CameraRotation, .2f);
    Because changing "Spine Front-Back" raise legs...
     
    Last edited: Jun 5, 2018
  6. Harrier

    Harrier

    Joined:
    May 11, 2015
    Posts:
    7
    Edit: I gave up animation, currently i'm using animator.SetBoneLocalRotation in OnAnimatorIK.
    I just had to copy spine-chest-neck-head-camera-aimpoint structure using transforms and predict IK target position in Update.
     
    Last edited: Jun 7, 2018
  7. GenaSG

    GenaSG

    Joined:
    Apr 19, 2014
    Posts:
    108
    Hello
    Yes there’s a custom IK. It’s already in the demo project.
     
  8. KOCGI

    KOCGI

    Joined:
    Aug 15, 2018
    Posts:
    1
    Looks awesome. I just was wondering, if someone could give me tip how to set the animations up. When I start it, I only can walk and run. When I jump it still plays walking animations. I've seen there are some nice animations in the folders, but how do I make use of them? Would be great if someone could help me out with this.
     
  9. GenaSG

    GenaSG

    Joined:
    Apr 19, 2014
    Posts:
    108
    It's all standard thing. Create additional states in the Animator controller and pass variables to animator when needed.
     
  10. Deleted User

    Deleted User

    Guest

    You're my hero, comrade
     
    GenaSG likes this.
  11. gabrieltarzia

    gabrieltarzia

    Joined:
    Aug 13, 2017
    Posts:
    3
    thank u so much, u cant imagine how much u helpd me. sorry but i need to ask, can i use some knowled of this in commercial use?
     
  12. GenaSG

    GenaSG

    Joined:
    Apr 19, 2014
    Posts:
    108
    Hello. I'm happy to help. Sure, no problem you can use it.
     
  13. Arthur-A

    Arthur-A

    Joined:
    Mar 17, 2018
    Posts:
    7
    First of all, thanks a lot for sharing your project!

    I'm having issues with opening it in Unity though. I'm using 2020.1 and when I try to open in via the hub it says "Invalid project path". Does anyone know what might be the issue?

    UPD: Nevermind, I've manually dragged all the files into a newly created project and it worked!:)
     
    Last edited: Aug 5, 2020
  14. Dennys1

    Dennys1

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    Feb 17, 2020
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    42
    Hello. How I can change the character model?
     
  15. Dennys1

    Dennys1

    Joined:
    Feb 17, 2020
    Posts:
    42
    How change 3d model in asset???
     
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