Hi GiL. And everyone. Coming back to my game after deciding to use cheaper assets. I hope everyone has been doing well. I have a monster whose model disappears when he runs up to me for the fight. I have a character controller on him. Pretty snug..rigidbody..damage dealer and zone..he is using legacy animations. I had to shrink his model down as it was too huge as the fbx.
Any help greatly appreciated. Thanks. 2018 is my decided year to finish this game according to a book i am writing. So it has a point this time.
Cheers
Anyway, whatever happens is probably done by the battle start event, I'd check there if you e.g. destroy the enemies.
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edit: i am working on a prison scene where my character is an escaping prisoner. Does anyone have any ideas for gameplay in that? So far I have locked doors and he has to get the keys from the guards, that is about it. Was wanting to add more. Any ideas greatly appreciated !! thanks.
ps. please see my mechanim controller here.
https://aestrelon.neocities.org/SCREENSHOTS/tree.png
i did not know to get the tutorial to work, so i did it this way, but don't know how to put in the death animation node. all of my mechanim animations are "crossfade". the rest of the parts seem ok, i am pretty sure it is this controller I don't know how to do. So far the only thing that does not work right is the death animation never plays.
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Here is the animation setup.
https://aestrelon.neocities.org/SCREENSHOTS/animation1.png
https://aestrelon.neocities.org/SCREENSHOTS/animation2.png
https://aestrelon.neocities.org/SCREENSHOTS/animation3.png
and my nodes for the animation controller
https://aestrelon.neocities.org/SCREENSHOTS/tree.png
Please any more help would be great. Thank you.
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I had to set up Idle as "Walk" in Ork, because the model would not walk after me if I did not do that. he would just float with legs still. But now, because I have in animator Walk, for default state, and "Walk" for Idle in Ork, he walks when he is supposed to be Idle.
So I know it is wrong, but I don't know how to set it up so that the knight stands still in idle, then walks when attacking me (legs move) following me. I am close, his legs move now when following me, but the problem is his legs move when he is idle before I attack him. I know it is both my Ork setup and animator setup that is wrong. Do you know how I can make it correct? Thanks.
edit. i just made the node names match the ork animation names, still wrong. Also, do you know how to increase the distance that my knight follows me? The range? He stops following me when i am not that far away. Please.
Anyway, other things to check:
- in Base/Control > Animation Types, is your Death animation type set up as the Death Type
- is your combatant's death battle event playing the Death animation type
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I need to get him to stop walking when Idle. and also, do you know how I can increase the range that he follows me? please. thanks again for answering.
edit: I think i need a script that controls parameters to switch the animation states. I looked on google and could not find any script that I could alter to fit my animations. I don't know how to write one myself, and the tutorials are mainly for animating based on key presses.
here is the shot.
https://aestrelon.neocities.org/SCREENSHOTS/newtree.png
The range your group members follow the player is defined by their move AI (in the follow leader settings).
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I want to get the legs moving still. He does walk when he first follows you, then stops his legs after that.
my states are insane now. totally sorcery and guessing.
here.
https://aestrelon.neocities.org/SCREENSHOTS/mechanimstates2.png
and what I set the animation settings in Ork here
https://aestrelon.neocities.org/SCREENSHOTS/ork.animator.png
thanks for helping me. I may have to just accept it as this is the only pack of knights on the asset store for a decent price, and really, the only pack of knights period.
Your current setup will quickly change from walk to run, if there's no run animation, the walk will just stop. In that case you might want to just use the walk animation as the run animation type as well.
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