This is a really annoying issue I always seem to run into when importing FBX animations from Blender into Unity since there is usually a bit of a time gap in-between so I decided to write a post in order to remember how I solve it. (I need to start utilizing Export Presets...) The issue is jittery animations when using IK…
Ran into an issue when implementing my new animations; The melee attacks were missing the enemy when they felt like they should be hitting them. I overlooked the significance of the keyframe placement of my first pass animations, which, just by luck were placed in a way that made the melee "feel" good right off the bat.…
Thanks @cec7! I added smear controls as per request of an animator buddy who is interested in doing some anims for this guy. It was a lot of fun to figure out and I based it off of the tentacle rig tutorial by the awesome Pierrick Picaut.
I don't have any critiques, I just came here to say kudos to you because this is so sick!!! Both the graphics and animations are awesome. I'll keep a close eye on this!
While I was implementing the new animations into my animation controller I had to resolve the undesired effect of my melee attack animations playing in the direction the hips were facing. Since my Forward-Left, Forward-Right, etc... animations were just the run Forward animation rotated 45-degrees in either direction I…
Now that I got my IK jitter issue fixed I got a new simple spawn animation hooked up for my basic skeleton enemy (who still needs another texture pass). It's pretty fun spawning a bunch of these in and seeing all of the hands popping up out of the ground. Next I need to get some VFX and sound FX created for these guys as…
This is amazing work. Your characters and animation are great. I think you should push the environment yet you are still in progress. Any plans to package an indie game release out of this?
Got an attack combo system working for enemies! First I set an integer and increment by 1 each time the enemy enters the attack state. This is then being used to set a parameter on the Animator. Then inside of the attack sub-state machine there are the states with the attack animations on them and a transition based on the…
I've been playing around with a VFX for my spawn animation which has been a lot of fun. First there are a few particle systems with some smoke and bone fragments with small variations to each of them. The bone fragments use a dissolve material which I found could be controlled through the "custom data" property within the…
I made the transition over to blender for personal projects at the beginning of the year so I have been reworking my old animations on a new rig. Here's a first pass attack animation on the new rig that will get broken up into 2 separate animations for use with my combo system in Unity. I'm purposefully keeping the amount…