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.
  • Additional Info: Using 3DS Max and CAT rigging tools. Exporting as FBX. The game studio I work at has a totally different pipeline and all our tools are built into Max, which creates a very what you see is what you get environment. For animation we have a script which tags frames and the engine automatically reads these tags to define animation clips.
    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
  • edited July 2015
    ORK uses just about any character prefabs that work in Unity--and then of course you have to do the stuff that makes them work with ORK, add an interaction controller, make sure they're tagged Player if they're your player. Add their Animations in the editor where they go. The tutorial is pretty clear about that.

    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.
    Post edited by Catacomber on
  • edited July 2015
    Thanks for the advice! I've been banging my head against this part of the tutorial and got frustrated. I think I need tutorials or explanations of what prefabs are.

    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.
    Post edited by Proxz on
  • basically a prefab is a copy of the fbx file that has been dropped into the scene. so say you import a character drag that into the hierarchy of the scene then re name it something else in the hierarchy then drag that newly named object into the project panel in a folder some where an you got your self a prefab of the original this can be done with any object that can be dropped into the scene
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  • ORK doesn't really work much with tags (unless you're using them in the event system to check stuff). The player needs to be spawned through the event system, as explained in the game tutorials.

    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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