Hi,

I've got multiple successful Humanoid mecanim rigs running in ORK, and I'm comfortable with the process.

I recently introduced a Rat (my first non-humanoid) and I can't get animations to work predictably.

For example, idle works (but this is simply because of the presence of the controller). But Attack does not work. The rat attacks using the trajectory of the animation, but is not actually animated. The rat's model is static as it attacks.

After the attack, the rat ends up off my Battle Gride...somewhere way below the grid itself.

Other animations (such as Death) do work. But whereas my humanoid controllers will transition from death to death-lie-still
animations in the controller, my rat controller (which is a copy of the humanoid) will simply loop the death animation and not transition.

Does any of this sound familiar?

As stated at the outset, I've got 20+ successfully animated humanoids in ORK, but could use some insight with Generic-Rigged. Thanks!
  • Shouldn't really make a difference if it's humanoid or not - it all comes down to the animator controller setup and the setup of the animations.

    Since this uses the same animator controller, I assume the issue is with animation setups. E.g. loop setting wrong (looping animations that shouldn't or not looping once that should), animation durations, etc.
    Also, the animation setup in ORK might need to be adjusted if animation names change between rat and humanoids. ORK gets the duration of the animations (for wait times in schematics) based on the state/animation name setup you do in the mecanim animation setup in ORK, so if the animation name doesn't match, the duration can't be found and 0 second duration is used.
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  • Thanks. Will take a look again.
  • Well, you're right. This is resolved.

    If all I do is copy my existing combatant and swap over the prefab to my rat, copy their controller and replace the anim details with generic rigged animations of the rat, it works.

    If I try to copy the chomper over from the Action RPG and make it work....I just can't do it. I don't think it's got anything to do with the animation rigs, however. It's something in my anim config inside ORK, but damned if I can find it.
  • For future reference, I got it working by deviating from the 3D Action RPG Chomper setup, which I had been copying. In Animations/Mecanim Animations, specifying the Animation Clip Name instead of selecting the Use State Name did the trick.
  • Yeah, that's needed if the name of the state doesn't match the name of it's used animation clip. It's just a way to have an easier setup and not needing to define the same name twice (for state and animation).

    When they don't match, e.g. when reusing an animator (override) controller with different animations, you'll need to define the name of the animation clip that's being used, otherwise ORK can't find the duration of the animation.
    Sadly, Mecanim is still not able to tell you the length of a duration based on the state ...
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