thomas123

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thomas123
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  • Cool, thanks!
  • @gamingislove Another suggestion about animations. Right now you can configure Animations for overrides (e.g. movement, cast, attack, etc.). These are basic animation styles. When I want to change animations based on weapon type (e.g. dagger, ham…
  • One suggestion about: Combatants -> ChooseOne -> Inventory & Equipment -> Start Equipment -> Equipment Set 0 -> Start Equipment 0 - First you already choose an equipment slot (e.g. Armor). - Then you have to chose the equipment y…
  • Thanks for your explanation. I wrote the controller from scratch and now it works. Thank you! :-) I think I understand how everything works together. Phew. I even managed it to change the animation on the Ellen prefab now (with help from KayPee/Ex…
  • Oh ok. That explains it :-) Thanks
  • Yes, I think I do forward the speed (Speed). Because when I switch the toggle "isWalking" manually on the animator controller, the (walking) animation will play. And I think only the idle animation is on auto play (because it's played by default).…
  • There seems to be a mismatch between these two documentation pages: - https://orkframework.com/guide/documentation/features/combatant-triggers/ - https://orkframework.com/guide/tutorials/3d-action-rpg/06-chomper-attack/ On the first the need of a c…
  • @gamingislove I almost understand the animation integration into ORK I guess. But I have to ask another question, sorry. I copied the finished ActionRPG (only the ORK folder without assets) as a template and replacing with my own prefabs and animat…
  • Yes, thank you :-)
  • Edit: Nope. The motion came from my manual entry for the speed parameter in the controller. So it seems, that the inputs won't be forwarded. Edit 2: Found it. The spelling for my "Forward Speed Parameter" did not match the one in my animator contro…
  • Thank you for your help. I am doing the 3D Action-RPG Tutorial but try to bring in my own assets (Synty Modular Character and Explosive Animations). The Animator is now setup for this (copied from Action Tutorial and replaced the Animations). And …
  • Great thread. Thanks a lot :-) Just bought it, because I found it here and it's on sale right now.
  • I guess these two suggestions are already included into ORK3. "- Maybe a overview page with all available templates. Structured like the documentation: UI, HUD, Schemas, Prefabs, and so on. - Maybe the community could help to contribute with templa…
  • Well, I just did this tutorial: https://orkframework.com/guide/tutorials/3d-action-rpg/02-player-setup/ to have a baseline to start from. I did everything like described in the link. But it seems that I messed up something in my configuration. Some…
  • @gamingislove Explosives animations are triggered by events (the included controller does the same). One of the controllers will check handle the queue of animations / actions. That would be the easiest way. Where and how would I configure this in…
  • I got a different error, just in case someone else has similar problems. My mistake was, that I did not place a Collider on the NPC (set to trigger). Just placed one and it worked.
  • Does anyone know how to escape blanks in Parameter Names? (I'd like to send the parameters into the animator controller via ORK, Animations, Mecanim Animation, Parameter). - VelocityX / VelocityZ does not work - Velocity X / Velocity Z does not eit…
  • @Scyra Thanks for your help and reference of this great tutorial. I think I found my root problem, but I do not know how best way would look like. Another problem was the naming of the animations (Unarmed.Walk if using substatemachines). The proble…
  • @gamingislove Is there already a solution or workaround for this? I am looking for destructible objects as well :-)
  • You are doing this (Unity) since a while, correct? :-) That solved my problem. Thank you.

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