So after looking at the various options, I decided to go with MalberS Animal Controller, as his mecanim setup and animations system is very smooth and partially set up already.
I've been talking with MalberS to get tips on integration and such, but he's never used Ork so I'm having to fill in some gaps.
Issue 1 - The Control Debate
- AC comes with Malbers Input, which is its own input module that uses the Unity Input Manager.
- Ork has its own input system as well.
I first tried removing Malbers Input and driving it via Ork Button, Root Motion Animator. I've added the needed Control Behaviours. One for Player that uses class Manimal with the field bool of enabled set true. And the Ork cinemachine setup.
However, since AC uses Rigidbody physics and not the character controller, that input type leads to the player floating away and up into space unless you remove the rigid body and use the character controller. I did some searching on the forum and it seems that all the built-in Ork controls use the Character Controller.
If that is indeed true, then it seems it would be better to re-add Malbers Input and drive it that way. However, I'm not quite sure on how using your own custom input system plays with Ork. It seems you'd have to set your Ork Input Keys to use the Unity Input Manager.
But wouldn't that cause double-clicking? Both AC and Ork would be calling the Unity input manager unless I'm missing something. Also wondering if I should be using the Custom option in Input Keys instead. (so many options)
Issue 2 - Calling/Driving Animations
- AC has its own way of managing the animator, however, it is using the Mecanim animator and its normal component. However, it has its own scripts that watch and manage the animation flow.
The question is, which is the best way to handle this in Ork? Since AC technically uses Mecanim, should I use the Mecanim Settings in Animations? Or should I call AC via Custom Settings?
OR, should I not worry about using the Base/Control>Animations, and instead call AC inside of the Battle Animation schematic?
Currently making: Real-Time Diablo-like ARPG
This is done in Base/Control > Game Controls in the Player Settings > Control Behaviours.
Or, if it's for e.g. mounting something and controlling that, using a Control Component node lets you add/remove controls as well.
2) That depends on how AC's script is implemented or how much control it needs over the animations. I'd assume you don't really need to worry about movement animations and mainly focus on animating attacks.
You can test if e.g. just setting up some attack animations (Mecanim setup in ORK) and playing them as usual in ORK (via Combatant Animation nodes) messes things up. If not, you're good, otherwise look into setting up custom animations in ORK, calling functions on AC's script.
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That still leaves my question about Input Keys/Control Keys. How does that play in with it? 2.) AC has total control over animations. So yea, I don't need to worry about movement animations, or even attack animations. It has that, as well as its own Combo system for blending animations together in combo sequences.
I'll test it, though it seems like it's totally fine to let AC run all the animation and just call functions.
I did a quick test, and Ork seems to be adding physic forces to the character. As the character works fine until I have it spawn via Ork. And then it slides across the screen like being moved by unseen forces.
ORK's input keys are there to get inputs in ORK - a 3rd party control using it's own input stuff doesn't really affect anything there.
2) Hm, that'd only happen if you still use one of ORK's built-in player controls - when using custom controls they should be disabled.
Also, check your combatant's movement component setup.
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That leaves the Movement Component in the combatant. Should I be setting it to Custom and matching up the parameters?
Or using Navmesh?
No other controls get added to my combatant besides the combatant script and the Move A.I component, which is tied back into the Movement Component settings it seems.
There's something in Ork that is turning off the Gravity in my Rigidbody on Play and that seems to be part of the issue.
I've noticed that when you set Player Control Type to None, it still has options for Use Combatant Speed, Gravity, and Speed Smoothing. Would that have an effect?
I also added the No Control component to my Player Prefab to make sure it didn't add anything else besides the Combatant component. I checked my project settings>physics and the gravity is set to 9.81 as is generally suggested.
Even when using ORK's built in player controls or one of the built-in combatant movement components, none of them change settings on rigidbodies.
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If I remove the rigidbody from the model and run the scene through Ork, then it works fine. The issue is definitely in how Ork handles rigidbodies without a character controller.
As I mentioned here, how do these settings play into it?
It was the rigid bodies that the Damage Dealer component adds on to weapons. They're set to kinematic by default and that seems to not play well with a rigid body control.
ORK also has controls/movement components via rigidbody and that's not impacted by some kinematic one from a damage dealer.
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For weapons that are held in the Weapon socket in the hand hierarchy, rigidbody isn't affected.
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I do think that integration with MalberS could be really awesome. His Mecanim controller fixes all the struggles without having to use custom code like Animancer.
And it's modular so it doesn't override Ork. But a bridge between the two would be awesome. You'd solve so many headaches with 3d people and Mecanim (in my opinion)