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rubengc

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rubengc last won the day on August 23 2015

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About rubengc

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  1. This is my code: void Start () { animation.wrapMode = WrapMode.Loop; animation ["WalkFire"].AddMixingTransform(spine); animation["WalkFire"].layer = 1; animation.Stop(); } void Update() { if (Input.GetButton ("Fire1")) { animation.Play ("WalkFire"); } else { animation.Stop("WalkFire"); } } Edit: Now works well, I only need made the transition between start and end fire animation more smooth
  2. Hey there I have a question on how I can do this I want you at the bottom of my character (legs) use an animation and at the top (arms and head) use another The first solution that occurred to me this is to use two models, each with the part I do not want to be anime deleted But I come to the question of whether there is any best method of doing this so, anyone know how to do this?
  3. I posted on the forum what happened: http://armedunity.com/topic/12413-problem-with-humanoid-rig/
  4. Hi! I'm a fanatic of Dragon Ball style and I have been reading some differents copyrights of Dragon Ball, Dragon Quest (the design have been made by Akira) and Anime All the Copyrights define the same thing: Characters, logotypes abd components inside (models, draws, names, sounds, etc) My question is, Can I use the anime style of Akira Toriyama for the models and draws of my games? Another part about this Some time ago, has been created the game Dragon Ball Legendary Super Warriors http://199.101.98.242/media/images/67335-Dragon_Ball_Z_-_Legendary_Super_Warriors_(USA)-2.jpg some fans began to develop their own creations based on this sprites (Its know as LSW sprites) and after some time, born a new style based on this concept, called LSWi http://pre11.deviantart.net/1aef/th/pre/f/2012/221/2/f/lswi_ssj4_goku_by_zangetsuichigo1000-d5agie4.png This style has been created by the community so, Can I use this style of sprites? Doing something like that, not a copy of Goku of course: http://lukasahl1.deviantart.com/art/Blaze-LSW-Sprite-Sheet-263523873
  5. Depends how you do this If the battle scenary is in other scene (I think thats the best practice) you will need add the method DontDestroyOnLoad to the player, he have all monsters and items, so you simply need to assign all that BattleManager script needs and edit him to instantiate monster in their positions But, if the battle scenary is in the same scene, you only need move the gameobject to this scenary For the encounter is simple, only make an script (with DontDestroyOnLoad) that launches the battle with enemy monsters inside The project is open to contributions, so any contribution would be appreciated
  6. Yes, they are rigged but Unity can't rig correctly as humanoid for mecanim The project only stores a GameObject with all parts and materials that you have been selected, so you need to add the logic for make it playable
  7. A powerful kit to create your custom turn-based battle style game. Features: Complete battle phase system. Control of mana points and skill consumption. Posibility to display your team, and see the profile of each monster. Inventory that controls the current stock of items. You can set as target your allies or enemies on items and skills. The package includes examples of all elements (monsters, skills and items). Youtube: https://www.youtube.com/watch?v=MXvv-5jfDt0 Source files and download: https://gitlab.com/rubengc/TurnBasedBattleKit
  8. Youtube preview: https://www.youtube.com/watch?v=RoTwcjOFVVM Source files and download: https://gitlab.com/rubengc/DBXVCharacterCreation
  9. Hi! I have a problem with a model rig, I'm trying to import in Unity as Humanoid, but something go wrong and the body rotate 180º after rig (foot are the unique part correctly rigged) I trying to fix it inside Unity (rigging it manually, assigning all bones), but anything works I tried mixamo rig tool and assigning manually all bones, but nothing Some screenshots: https://drive.google.com/file/d/0B34UJCvyvo0qSmFiUjBBdWJaaHc/view?usp=sharing https://drive.google.com/file/d/0B34UJCvyvo0qdkVoeTI2QnNUcWc/view?usp=sharing https://drive.google.com/file/d/0B34UJCvyvo0qUVh0VlFrUDI2dFU/view?usp=sharing That's the model Thanks in advance Edit: I need this rig, because another models use the same rig, so if i can fix it, I will apply the same in others
  10. A powerful kit to create your custom turn-based battle style game. Features: Complete battle phase system. Control of mana points and skill consumption. Posibility to display your team, and see the profile of each monster. Inventory that controls the current stock of items. You can set as target your allies or enemies on items and skills. The package includes examples of all elements (monsters, skills and items). Youtube: https://www.youtube.com/watch?v=MXvv-5jfDt0 Edit: I have been lauched TBBK as Open Source for anyone that want contribute Source files and download: https://gitlab.com/rubengc/TurnBasedBattleKit New topic: http://armedunity.com/topic/12480-turn-based-battle-kit/
  11. Hi guys, I have a little free asset^^ Prototype Character, a little modification of "SpeedBall Player" model of Character Ink (I separe the claw from the head and prepare different game objects with claws in differents positions) The model is rigged for mecanim You can download from my website totally free! Click here to see the asset and some screenshots
  12. Oh men so great job!!! I will use them (and of course, I'll credit you)
  13. Thanks for reply young developer If you try my code over a plane, you will see my problem quickly All rotations works perfectly, but when in put the mobile horizontally (my mobile is always in landscape orientation, i refer to tilt the mobile 90 degrees, so completly parallel to the floor) and start to tilt between left and right, the objects start to rotate in their X and Y axis I need the Y axis rotation in vertical, but not in horizontal, so in need to limit this rotation when the mobile is completly horizontal I will continue testing
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