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Found 61 results

  1. Hi guys, I recently updated my portfolio and I just wanted to get some input from you guys on the website and its content. What do you think about the general look , the colors and such? Positive thoughts ,negative views, criticisms, constructive advice are all welcome. Its at : http://johannesnienaberdigitalartist.com/
  2. For Non-Commercial Use Animation List : - Draw - Holster - Idle - Inspect - Reload - Empty Reload - Shoot 1,2,3 Download Links : - Animation - Mediafire , Google Drive - Hands - Kriss Vector
  3. 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.
  4. Hello, i'm trying to make a RPG game with multiplayer, not so hard with what i can program so far. But what im really struggling about is Third Person controller Animator help, i dont want to use the default TPC (Third Person Controller) that comes with Unity Standard Assets. I want to create my own, by using the Male Locomotion pack from Mixamo.com, then i search around on how to make a simple third person controller, and then there are a lot of good videos. But one problem is in every video, the problem is that i dont want to use the Walk_Turn or Run_Turn animations for turning while walking or running, i want to have a free camera so if i change my view to the right with right mouse button then the character will run or walk that direction. The camera of course follows the character behind. So this is what i really am asking help for : -Simple Animator with c# script -FreeCameraLook.cs script -Character walking the direction the camera is pointing (Can only run / walk on the X axis or Z axis, not up or down) Thanks in advance if someone find good tutorials and post them down in the comment section, and of course thanks a lot for those who try to help!
  5. Hi I'm integrating a very simple ai into my project and i'm using fps tutorial from nutiy converted by oma... I managed to make my agents to work and i can kill them and they can kill me etc.. but i cannot figured how i can have differet animations fro walk an run when i need them.. i have this script for my agent ai var Damage : float = 1; var speed = 3.0; var rotationSpeed = 5.0; var shootRange = 15.0; var attackRange = 30.0; var shootAngle = 10.0; var dontComeCloserRange = 5.0; var delayShootTime = 0.35; var pickNextWaypointDistance = 2.0; var target : Transform; private var lastShot = -10.0; //Modifications private var hitParticles : ParticleEmitter; var muzzleFlash : Renderer; var bulletsPerClip = 40; var clips = 20; var reloadTime = 0.5; private var bulletsLeft : int = 0; private var nextFireTime = 0.0; private var m_LastFrameShot = -1; var force = 10.0; var range = 100.0; var chasing : boolean = false; // Make sure there is always a character controller @script RequireComponent (CharacterController) function Start () { // Auto setup player as target through tags //if (target == null && GameObject.FindWithTag("Player")) target = GameObject.FindWithTag("Player").transform; hitParticles = GetComponentInChildren(ParticleEmitter); // We don't want to emit particles all the time, only when we hit something. if (hitParticles) hitParticles.emit = false; Patrol(); } function Patrol () { var curWayPoint = AutoWayPoint.FindClosest(transform.position); while (true) { var waypointPosition = curWayPoint.transform.position; // Are we close to a waypoint? -> pick the next one! if (Vector3.Distance(waypointPosition, transform.position) < pickNextWaypointDistance) curWayPoint = PickNextWaypoint (curWayPoint); // Attack the player and wait until // - player is killed // - player is out of sight if (CanSeeTarget ()) yield StartCoroutine("AttackPlayer"); // Move towards our target MoveTowards(waypointPosition); yield; } } function CanSeeTarget () : boolean { if (target == null) return; if (Vector3.Distance(transform.position, target.position) > attackRange) return false; var hit : RaycastHit; if (Physics.Linecast (transform.position, target.position, hit)) return hit.transform == target; return false; } function LateUpdate() { if (muzzleFlash) { // We shot this frame, enable the muzzle flash if (m_LastFrameShot == Time.frameCount) { muzzleFlash.transform.localRotation = Quaternion.AngleAxis(Random.value * 360, Vector3.forward); muzzleFlash.enabled = true; if (GetComponent.<AudioSource>()) { if (!GetComponent.<AudioSource>().isPlaying) GetComponent.<AudioSource>().Play(); GetComponent.<AudioSource>().loop = true; } } else { // We didn't, disable the muzzle flash muzzleFlash.enabled = false; enabled = false; // Play sound if (GetComponent.<AudioSource>()) { GetComponent.<AudioSource>().loop = false; } } } } function Shoot () { var direction = transform.TransformDirection(Vector3.forward); var hit : RaycastHit; // Did we hit anything? if (Physics.Raycast (transform.position, direction, hit, range)) { // Apply a force to the rigidbody we hit if (hit.rigidbody) hit.rigidbody.AddForceAtPosition(force * direction, hit.point); // Place the particle system for spawing out of place where we hit the surface! // And spawn a couple of particles if (hitParticles) { hitParticles.transform.position = hit.point; hitParticles.transform.rotation = Quaternion.FromToRotation(Vector3.up, hit.normal); hitParticles.Emit(); } } // Start shoot animation GetComponent.<Animation>().CrossFade("shoot", 0.01); GetComponent.<AudioSource>().Play(); // Wait until half the animation has played //yield WaitForSeconds(delayShootTime); /* // Fire gun BroadcastMessage("Fire"); */ //target.SendMessage("Fire", SendMessageOptions.DontRequireReceiver); target.SendMessage("PlayerDamage", Damage, SendMessageOptions.DontRequireReceiver); // Wait for the rest of the animation to finish //yield WaitForSeconds(GetComponent.<Animation>()["shoot"].length - delayShootTime); // Register that we shot this frame, // so that the LateUpdate function enabled the muzzleflash renderer for one frame m_LastFrameShot = Time.frameCount; enabled = true; if (target == null) return; } function AttackPlayer () { var lastVisiblePlayerPosition = target.position; while (true) { if (CanSeeTarget ()) { // Target is dead - stop hunting if (target == null) return; // Target is too far away - give up var distance = Vector3.Distance(transform.position, target.position); if (distance > shootRange * 3) return; lastVisiblePlayerPosition = target.position; if (distance > dontComeCloserRange) MoveTowards (lastVisiblePlayerPosition); else RotateTowards(lastVisiblePlayerPosition); var forward = transform.TransformDirection(Vector3.forward); var targetDirection = lastVisiblePlayerPosition - transform.position; targetDirection.y = 0; var angle = Vector3.Angle(targetDirection, forward); // Start shooting if close and play is in sight if (distance < shootRange && angle < shootAngle) yield StartCoroutine("Shoot"); } else { yield StartCoroutine("SearchPlayer", lastVisiblePlayerPosition); // Player not visible anymore - stop attacking if (!CanSeeTarget ()) return; } yield; } } function SearchPlayer (position : Vector3) { // Run towards the player but after 3 seconds timeout and go back to Patroling var timeout = 3.0; while (timeout > 0.0) { MoveTowards(position); // We found the player if (CanSeeTarget ()) return; timeout -= Time.deltaTime; yield; } } function RotateTowards (position : Vector3) { SendMessage("SetSpeed", 0.0); var direction = position - transform.position; direction.y = 0; if (direction.magnitude < 0.1) return; // Rotate towards the target transform.rotation = Quaternion.Slerp (transform.rotation, Quaternion.LookRotation(direction), rotationSpeed * Time.deltaTime); transform.eulerAngles = Vector3(0, transform.eulerAngles.y, 0); } function MoveTowards (position : Vector3) { var direction = position - transform.position; direction.y = 0; if (direction.magnitude < 0.5) { SendMessage("SetSpeed", 0.0); return; } // Rotate towards the target transform.rotation = Quaternion.Slerp (transform.rotation, Quaternion.LookRotation(direction), rotationSpeed * Time.deltaTime); transform.eulerAngles = Vector3(0, transform.eulerAngles.y, 0); // Modify speed so we slow down when we are not facing the target var forward = transform.TransformDirection(Vector3.forward); var speedModifier = Vector3.Dot(forward, direction.normalized); speedModifier = Mathf.Clamp01(speedModifier); // Move the character direction = forward * speed * speedModifier; GetComponent (CharacterController).SimpleMove(direction); SendMessage("SetSpeed", speed * speedModifier, SendMessageOptions.DontRequireReceiver); } function PickNextWaypoint (currentWaypoint : AutoWayPoint) { // We want to find the waypoint where the character has to turn the least // The direction in which we are walking var forward = transform.TransformDirection(Vector3.forward); // The closer two vectors, the larger the dot product will be. var best = currentWaypoint; var bestDot = -10.0; for (var cur : AutoWayPoint in currentWaypoint.connected) { var direction = Vector3.Normalize(cur.transform.position - transform.position); var dot = Vector3.Dot(direction, forward); if (dot > bestDot && cur != currentWaypoint) { bestDot = dot; best = cur; } } return best; } and i have my agent to sooht ehen he spot the player and in range.. but how can i manage to make agent walk when use waypont and run towards the player when it spot the player? i tried with GetComponent.<Animation>().CrossFade("run", 0.3); GetComponent.<Animation>().CrossFade("walk", 0.3); and with SendMessage("SetSpeed", 4.0); lines of code but cannot managed to work animations names are simply walk, run, shoot any help is appreciated..
  6. Hi I'v been working with inverse kinematics recently and faced several problems which i have been able to resolve, but there are some that are still in progress or planning/thinking out the scheme how to solve them. One of those problems is keeping correct offsets for the handles, for animation switching and combining bodyweight rotation,weight and LookAt position. A good example would be, for example: Phase 1: Player is holding a shotgun in his hands and the aiming gun down idle animation is played. Phase 2: Player enters the state, where the right mouse button for gun aiming state is triggered and gun aiming animation is played. Phase 3: Player starts using mouse freely moving around the game, to aim the gun at desired location. The problem starts from Phase 2, the offset handles set and parented under the gun as a child is correctly and precisely positioned to hold the gun correctly, when the Phase 1 is played. So when the player is in Phase 1 the gun hands positions are correct. When playing Phase 2, the left hand offset handle positions are the same, but since the animation is different, the offset doesn't match previous one visually. The gun is slightly further away from the left hand. When the player gets to the Phase 3, moving the mouse and trying to aim at desired target, the lookat position and weights are set. The head and upperbody moves based on the weight and lookat position, but the set hand IK for the certain weapon stay at same position, not moving with the bodyweight. I'v heard some ideas how to fix those major problems in my player controller setup but haven't found a complete solution yet. Some thoughts and ideas i have come up with right now is: key framing aiming animations, the aiming animation is only 1 frame so the animation doesn't mess the IK part up. The thing is, i really dont like that part, because i want to maintain my full setup as its not seperated to upperbody or lowerbody masks. Second theoretical solution? is to smoothly assign the weight to the arms, so the bodyweight and lookat would modify hand positions up, down, left and right or in any direction aimed. Open to any ideas, solutions, concepts who have played around with IK. NB. I only try to solve it with built-in IK, not any addons,extensions. Any help would be greatly appreciated! Thanks.
  7. Hello guys, I'm currently making a fps game, i'm not a good animator so i was looking for some other ways. Anyone know how to make procedural animations, please help (rotate running, weapons bob, etc.) Thanks
  8. Error 404 Woops. Looks like this content doesn't exist.
  9. Hello everyone. I am Shockdead Games! I am 14 years old and I am interested in making gun animations like shoot animations, reloads and more. My favorite kind of animation to do is make reload animations. I use blender to make gun models. So far I have make an MP7, AK74u and more. I use Unity 3D to design levels, like cities, outdoor places, and more.
  10. Hi guys, I've been using the free FPS Kit (http://armedunity.com/files/file/174-au-fps-kit-unity-5/) and i'm really confused about changing the hands, i just want to change the hands in the Kit and whenever i did everything works fine except the animation of hand (like reloading animation) can someone help me in changing the hands of this kit without having any animation issue ! Thanks
  11. When Scene load my reload animation is automatically play and while that moment inputs are disable.After finish reloading set the input enable. How Script it that function in javacript.please reply
  12. I just wanted to let people know i have just released my new Zip n Swing tool on the asset store Zip n Swing is a package to quickly and easily add ziplines and rope swinging into your rpg games. It uses mecanim and can easily be added to your own character without changing your aimator controller. You can use your own animations and control every part of the action. You'll be able to quickly and easily achieve amazing zipline and swing efforts using very simple techniques https://www.assetstore.unity3d.com/#/content/30686 with a new forum started http://forum.unity3d.com/threads/zip-n-swing-the-zipline-tool-for-unity-now-released.309834/#post-2014685
  13. Hello everyone! I'm thinking about buying a leap motion controller to do some First person shooter arms animations, is it worth it? And also, can I use Kinect to do the same? Regards
  14. Hello Everybody I would like to know how to make that my weapon sway during the Idle animation. Thanks
  15. Hello there, I need some help with my cutscenes for my game. Making one long animation is hard and messes up a lot of things, so I came to a new idea but I've never did this before; maybe someone could help me, please. The goal is: The Main Camera-object, attached with the script below, should play several animations one after another (more than 3). It is not required to call them all by number-sorting but could also something be like: First: play animation (Cutscene_Intro) Second: play animation (AnotherOne) Third: play animation (FlyThroughHouse) This is the script I wrote: using UnityEngine; using System.Collections; public class AnimPlayCutsceneTest : MonoBehaviour { public Animation anim; public string AnimString = "TestCutscene"; void Start() { anim = GetComponent<Animation>(); } /*void Awake() { anim.PlayQueued(AnimString, QueueMode.PlayNow); }*/ void Awake () { animation.PlayQueued("TestCutscene2", QueueMode.PlayNow); animation.PlayQueued("TestCutscene1", QueueMode.CompleteOthers); } }
  16. Hey Armed Unity members, We're an indie game development company working on "The Final Stand," a multiplayer survival game inspired from multiple survival game mods like 'Day Z', 'Rust', and 'Battle Royale.' We've been working on the game for almost two years and we're going to release in the Q1 of this year on Steam alongside Alienware. The payment is post launch compensation, you'll be paid after the game goes on Steam which is in Q1 of 2015. If you're looking for a hefty project to put on your portfolio and have the possibility of landing a full-time position with us - this is the game to join with a very close deadline! Check out the game: http://steamcommunity.com/sharedfile.../?id=241750254 About the game: http://thefinalstandgame.com/about/ Here are some screenshots from a recent build (we're still tweaking shaders, lighting, and gameplay): Interested in joining? Great! We're looking for the below job positions to be filled below: Animator - Priority Able to work with existing rigs and create a new rig, if needed Experience with 3rd person animations and 1st person animations Willing to finish the 4 sets of 3rd person animations left, shouldn't take long at all. Experience in transferring .fbx's or animations to be used in a game engine (we can provide a little refresher, if needed). 3D Environment Modeler Experience with hard surface and organic modeling Experience Kitbashing and create modular assets using tilesets Ability to create both high and low poly models based on concept art or references Ability to create both hand-painted and photo-sourced texture maps: diffuse, spec, normal, alpha, and emissive Strong skills with Maya and Zbrush Strong eye for detail natural environments How To Apply So if you're interested in joining our team, email hellagamesentertainment@gmail.com. If you didn't see a job positing but would still like to offer your services, don't be afraid to send us an email - we'd love to see if we could have you on the team! Please send a portfolio and just the job title with whatever you're applying for. Don't be afraid to apply, we're very responsive and willing to give everyone a shot! - Hadey Mohammed (Lead Game Designer) Facebook: https://www.facebook.com/TheFinalStandHG Twitter: https://twitter.com/HellaGamesEnt Email: hellagamesentertainment@gmail.com Website: www.thefinalstandgame.com Steam Greenlight link: http://steamcommunity.com/sharedfile.../?id=241750254 IndieDB: http://www.indiedb.com/games/the-final-stand
  17. watch and download !!! Free!!!
  18. Hello everyone I am looking for someone who could fit me in my bones bootcamp model. thank you
  19. I was wondering if anyone could help because I've added my own weapon in the fps kit. Then when you change the weapon there is no weapon to pick back up and it wont reload.
  20. Well, if you liked our G36C package, you’ll like this even more! We have animated it, now you can just import this into your game-engine and start scripting! THAT EASY! Animations Included: Reload Animation w/ Arms Download Animation Preview Original Post here: BlendControl
  21. Hello im working on a game that uses the cn controller from the asset store. im looking for suggestions or methods for applying animations to a 3rd person from the cn joystic controller thanks...
  22. Hello im working on a game that uses the cn controller from the asset store. im looking for suggestions or methods for applying animations to a 3rd person from the cn joystic controller thanks...
  23. Hey guys, So a few days ago i downloaded this T-rex model, http://tf3dm.com/3d-model/t-rex-90345.html, just because i wanted to program some fun stuff with it in Unity. (Learning purposes only) And after almost an hour (at least it felt like it) of exporting all of the animations i could possibly need to .fbx files, importing it into Unity, i struck on a problem. All the animations only worked on the model provided with it, and not all the other models. (i want to use Mecanim). I tried countless shit to maybe be able to fix it, but it just isn't working. Now i'm just really sad, because i was so exited to just go and write a fun AI system for it. If you need more information to maybe help me, please do ask, i really want this solved. thankyou.
  24. Hey, I made a reload animation for a weapon and when I import it in Unity it doesn't move the hands. It rotates the fingers and the wrists but not the position of the hands themselves. I heard that fbx can't handle link constraints nor can unity import them. So my question is : Is there any way to put my animation in game ? I really don't wanna do everything from the beggining and have to move every single bone one by one...That would take a lot of time and would be a pain in the ass. Thank you for your time!
  25. Hello everyone this is a animation for the soldier boot camp climb ladder. Preview http://youtu.be/b5a7LgJ_h28 Link http://www.mediafire.com/download/b9rt6m8zilu51sq/Soldier_Climbing_LadderAnimation.rar