Hello, I'm just starting out with both Ork and Unity. I was wondering if there was a tutorial on how to create the Character Prefabs used by Ork? I can model, texture, and animate in 3ds Max no problem, but I have no idea how to get these into Unity and specifically into the Ork framework the way Ork wants them.
I'd really appreciate a helpful guide to creating the character prefabs and animation clips used for Ork's characters.
Ex: I put a "Walk" tag on frame 5 and on frame 30. So the engine knows frame 5 to 30 is the walk animation.
All our assets are defined this way which makes it very painless for artists to create assets.
Some more common tags we use:
Spell FX tags for animating spell fx:
"Birth" when a spell is cast
"Stand" as a spell exists.
"Decay" plays when a spell ie. a fireball is done playing. This system allows definition of an assets animation when it is spawned, while it exists, and when it is despawned.
For characters here are some tags we use:
Walk
walkbackward
Run
stand
sit
jumpstart
jumpend
What you're asking is not really an ORK question as any prefab that works in Unity will work in ORK.
Unity uses fbx files and so you are right to export your Max files as fbx.
Unity as far as I know doesn't use tags for animations. Why don't you try making a simple scene and try getting your fbx character into the scene. The animations you're talking about seem to be Legacy Animations so you'd go into your Rig for your fbx and make sure you're using Legacy Animations and not Mecanim.
Try using the free third person player fbx that comes with Unity and see how its animations work and compare them to yours.
I'm looking through the unity manual. I learned how to tag things.
http://docs.unity3d.com/Manual/Tags.html
and about prefabs
https://unity3d.com/learn/tutorials/modules/beginner/editor/prefabs-concept-usage
my character still isn't working so I'll keep messing with it. I think my UVs got screwed up during FBX import.
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Creating a prefab out of your model/fbx pretty much works like that, yes. Add it to your scene, set it up (e.g. character controller, etc.) and make a prefab out of it.
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