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Search the Community: Showing results for tags 'animated'.



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Found 6 results

  1. Hi everybody That's an Animated 3D Model, works perfectly on Unity 4.6.1. Only non-commercial use ! https://www.youtube.com/watch?v=OIn6YWma5AE Download link in the description.
  2. Cancelled.
  3. My M37 model i made a while back, i don't use it and i will not be updating it so don't ask me. Preview: >> Download <<
  4. hello all .. some time ago, I needed someone to help me and only one person concentrated on helping .. the idea of ​​the script, was to create a professional sound engine, with 4 beeps .. (Idle, low, med, high) and to see that the rpm will increase, the sounds are activated and disabling above .. eg == 1000 -> 1000 = low = play sound == 3000 -> 3000 = med = play sound and stop low etc. .. I think the idea .. but not how to do it properly, and not that long ago I started with this .. script (CS) = using UnityEngine; public class SoundEngine : MonoBehaviour { bool debug=false; public AudioClip Idle; public float IdleVolume=0.35f; public float IdlePitchFactor=1f; public AudioClip engineLow; public float engineLowVolume=0.35f; public float engineLowPitchFactor=1f; public AudioClip engineMed; public float engineMedVolume=0.35f; public float engineMedPitchFactor=1f; public AudioClip engineMax; public float engineMaxVolume=0.35f; public float engineMaxPitchFactor=1f; public AudioClip engineNoLow; public float engineNoLowVolume=0.35f; public float engineNoLowPitchFactor=1f; public AudioClip engineNoMed; public float engineNoMedVolume=0.35f; public float engineNoTMedPitchFactor=1f; public AudioClip engineNoHigh; public float engineNoHighVolume=0.35f; public float engineNoHighPitchFactor=1f; AudioSource IdleSource; AudioSource engineLowSource; AudioSource engineMedSource; AudioSource engineHighSource; AudioSource engineNoLowSource; AudioSource engineNoMedSource; AudioSource engineNoHighSource; private Drivetrain drivetrain; float volumeFactor; int i,k; public void SetDebug(bool db){ debug=db; } AudioSource CreateAudioSource (AudioClip clip, bool loop, bool playImmediately, Vector3 position) { GameObject go = new GameObject("audio"); go.transform.parent = transform; go.transform.localPosition = position; go.transform.localRotation = Quaternion.identity; go.AddComponent(typeof(AudioSource)); go.audio.clip = clip; go.audio.playOnAwake = false; if (loop==true){ go.audio.volume = 0; go.audio.loop = true; } else go.audio.loop = false; if (playImmediately) go.audio.Play(); return go.audio; } public void EngineLow() { if ((this.drivetrain.rpm == 1000f) || (this.drivetrain.rpm > 1000f)) { this.EngineLowSource.audioSource = AudioSource.EngineLow; this.EngineLowSource.audioSource = this.EngineLow; Vector3 enginePositionV=Vector3.zero; engineLowSource = CreateAudioSource(engineLow, true, true,enginePositionV); } else { this.EngineNoLowSource.audioSource = AudioSource.EngineNoLow; this.EngineNoLowSource.audioSource = this.EngineNoLow; Vector3 enginePositionV=Vector3.zero; engineNoLowSource = CreateAudioSource(engineNoLow, true, true,enginePositionV); } if (this.drivetrain.rpm > 2000f) { this.EngineLowSource.audioSource = AudioSource.EngineLow; this.EngineLowSource.audioSource = this.EngineLow; } else { this.EngineNoLowSource.audioSource = AudioSource.EngineNoLow; this.EngineNoLowSource.audioSource = this.EngineNoLow; } if (this.drivetrain.rpm > 3000f) { this.EngineLowSource.audioSource = AudioSource.EngineLow; this.EngineLowSource.audioSource = this.EngineLow; this.EngineMedSource.audioSource = AudioSource.EngineMed; this.EngineMedSource.audioSource = this.EngineMed; Vector3 enginePositionV=Vector3.zero; engineMedSource = CreateAudioSource(engineMed, true, true,enginePositionV); } else { this.EngineNoLowSource.audioSource = AudioSource.EngineNoLow; this.EngineNoLowSource.audioSource = this.EngineNoLow; this.EngineNoMedSource.audioSource = AudioSource.EngineNoMed; this.EngineNoMedSource.audioSource = this.EngineNoMed; Vector3 enginePositionV=Vector3.zero; engineNoMedSource = CreateAudioSource(engineNoMed, true, true,enginePositionV); } if (this.drivetrain.rpm > 4000f) { this.EngineMedSource.audioSource = AudioSource.EngineMed; this.EngineMedSource.audioSource = this.EngineMed; } else { this.EngineNoMedSource.audioSource = AudioSource.EngineNoMed; this.EngineNoMedSource.audioSource = this.EngineNoMed; } if (this.drivetrain.rpm > 6000f) { this.EngineMedSource.audioSource = AudioSource.EngineMed; this.EngineMedSource.audioSource = this.EngineMed; } else { this.EngineNoMedSource.audioSource = AudioSource.EngineNoMed; this.EngineNoMedSource.audioSource = this.EngineNoMed; } if (this.drivetrain.rpm > 7000f) { this.EngineMedSource.audioSource = AudioSource.EngineMed; this.EngineMedSource.audioSource = this.EngineMed; this.EngineHighSource.audioSource = AudioSource.EngineHigh; this.EngineHighSource.audioSource = this.EngineHigh; Vector3 enginePositionV=Vector3.zero; engineMedSource = CreateAudioSource(engineMed, true, true,enginePositionV); } else { this.EngineNoMedSource.audioSource = AudioSource.EngineNoMed; this.EngineNoMedSource.audioSource = this.EngineNoMed; this.EngineNoHighSource.audioSource = AudioSource.EngineNoHigh; this.EngineNoHighSource.audioSource = this.EngineNoHigh; Vector3 enginePositionV=Vector3.zero; engineNoMedSource = CreateAudioSource(engineNoMed, true, true,enginePositionV); } if (this.drivetrain.rpm > 8000f) { this.EngineHighSource.audioSource = AudioSource.EngineHigh; this.EngineHighSource.audioSource = this.EngineHigh; } else { this.EngineNoHighSource.audioSource = AudioSource.EngineNoHigh; this.EngineNoHighSource.audioSource = this.EngineNoHigh; } if (this.drivetrain.rpm > 8900f) { this.EngineHighSource.audioSource = AudioSource.EngineHigh; this.EngineHighSource.audioSource = this.EngineHigh; } else { this.EngineNoHighSource.audioSource = AudioSource.EngineNoHigh; this.EngineNoHighSource.audioSource = this.EngineNoHigh; } if (this.drivetrain.rpm > 9000f) { this.EngineHighSource.audioSource = AudioSource.EngineHigh; this.EngineHighSource.audioSource = this.EngineHigh; } else { this.EngineNoHighSource.audioSource = AudioSource.EngineNoHigh; this.EngineNoHighSource.audioSource = this.EngineNoHigh; } } public void rpmVal() { this.rpmOnValue = Mathf.Clamp(this.drivetrain.rpm, this.drivetrain.minRPM, this.drivetrain.maxRPM) / 10000f; } private void Start() { drivetrain= GetComponent<Drivetrain>(); this.backgroundMat.color = this.backgroundColor; this.IdleSource.audioClip = AudioClip.EngineLow; this.EngineLowSource.audioClip = AudioClip.EngineLow; this.EngineLowSource.audioClip = AudioClip.EngineLow; this.EngineLowSource.audioClip = AudioClip.EngineLow; this.EngineMedSource.audioClip = AudioClip.EngineMed; this.EngineMedSource.audioClip = AudioClip.EngineMed; this.EngineMedSource.audioClip = AudioClip.EngineMed; this.EngineHighSource.audioClip = AudioClip.EngineHigh; this.EngineHighSource.audioClip = AudioClip.EngineHigh; } void FixedUpdate(){ if (drivetrain){ float factor=drivetrain.rpm/drivetrain.maxRPM; engineNoLoweSource.volume = Mathf.Clamp01((1 - drivetrain.throttle)*engineNoLowVolume*factor); engineNoLowSource.pitch = 0.5f + engineNoLowPitchFactor*factor; engineLowSource.volume = Mathf.Clamp01(drivetrain.throttle*engineLowVolume*factor + engineLowVolume*0.3f*factor); engineLowSource.pitch = 0.5f + engineLowPitchFactor*factor; engineNoMedSource.volume = Mathf.Clamp01((1 - drivetrain.throttle)*engineNoMedVolume*factor); engineNoMedSource.pitch = 0.5f + engineNoMedPitchFactor*factor; engineMedSource.volume = Mathf.Clamp01(drivetrain.throttle*engineMedVolume*factor + engineMedVolume*0.6f*factor); engineMedSource.pitch = 0.5f + engineMedPitchFactor*factor; engineNoHighSource.volume = Mathf.Clamp01((1 - drivetrain.throttle)*engineNoHighVolume*factor); engineNoHighSource.pitch = 0.5f + engineNoThrottlePitchFactor*factor; engineHighSource.volume = Mathf.Clamp01(drivetrain.throttle*engineHighVolume*factor + engineHighVolume*0.9f*factor); engineHighSource.pitch = 0.5f + engineHighPitchFactor*factor; } } } ------------------------------------------------------------------ please help me, and I will be grateful for life!
  5. I have animated a robot with Mecanim. Animations -Run -Jump -Idle -Walk backwards -Idle Wave -Fall EXTRA SCRIPT INCLUDED The Third Person Camera Script is included in this package! DOWNLOAD THIS AWESOME PACKAGE FROM HERE
  6. Hi guys i was wondering if anyone knew where to get high def zombie models with animations walk,attack,ect. Preferably for free thanks. Also im liking for models of post apocaliptic houses,buildings,people. please halp thanks.