hi i am a beginner in unity and blender both.
here is my question
i created 1 player character with rig and make 1 animation of moving hand like punching in boxing game.
now if i put another character, on whom my player is going to punch, required animation to show the reaction of punch or it will be done by unity it self?
and if this is right (i have to create the animation for reaction), so is that in all the game like vice city player moving and fell down on floor etc. etc...?
If your question is: "Will Unity make animations for you by itself?" then the answer is no. You have to create your own animations using either Unity's built-in tools or 3D modeling software.
On the other hand if your question is: "Will Unity automatically trigger animations depending on circumstances?" then the answer is yes and no. Yes, you can make an animation tree which reads your script's variables and changes the animation accordingly. No, since you have to make the scripts and the animator.
Related
I'm completely green when it comes to skeletal animations in 2D. I create a platform game and I got graphics for it - body parts from which to stick the character. My problem is that I have absolutely no idea how to go about it. The question is: How do you implement animations in the game?
I could do it frame by frame from previously glued body parts, but I need the character to look at the mouse cursor, so it falls off. I am asking for some ideas.
About your problem, if you want all parts of your character look at the mouse, you should rotate your character, if just a part (like character's head) you need to rotate the head.
I could give you some methods to implement animation that I known
Draw animation frame by frame: simple, easy to approach and handle but hard to scale up.
Separate character into many parts and each part has a unique animation: flexible, good for scale up but hard to handle due to you must ensure all parts are stick together in a right way (from scratch without tools or engine). I think this video may help you to know more the way their create skeletal animation in Unity (same as Spine).
Hope it help.
I want to make it so when I fire my gun the slider shoots back and then comes forward like a real gun. However I don't know how I should start because I can't find any relevant information on Google and I don't know what to search. All I need is the logic behind how to do it, I can code it myself.
I would agree with zambari.
Just create an animation and play it when your guns gets fired.
Edit:
Since you are talking about 3D, you could either
move the pivot of the object to the point where the trigger would be attached. This way, all you need to do is change the objects rotation for the animation.
use joints
This is the best tool for VR guns with interactable parts. I HIGHLY recommend looking at this to ANYONE making a VR game
https://github.com/Oyshoboy/weaponReloadVR
I am new to animation world.I intend to make short animation films. I have started learning blender and have grasped modelling, rigging and rendering concepts. Recently I found out that game engines(unity, unreal) can also be used for animations.
Should i switch to 'unreal' instead as I can learn only a single tool over a period of time?
Or would blender be enough to make good quality animation?
Please suggest a complete animation tool for a beginner.
There is no point in making short films in game engines , if you want to make short film that users interacts with it somehow like a visual novel or where users input will matter in story then you should use a game engine because it is considered a game , but if you just want to make a short film then just use animation tools no need for a game engine because you don't need real time rendering in animations then you can get a far better rendering output by not using game engines and for animation tools there are plenty of them to use these are my personal suggestions
Maya+vray animation , rendering
mari , substance painter&designer texturing
Zbrush modeling
unity is capable of rendering each frame of animation in a second with almost the same quality that you would achieve with offline renting using vray or arnold for example , but using them each frame would take around 15 minutes that is
a 10 min animation needs about 3 months full time rendering
that's why I personally never use anything other than a game engine for short animation
but I use offline rendering when one frame is intended though
I am learning unity and i just wanted to know about how we can apply zombie walk animation through script?
I am having zombie 3d model with no animation. I want to know that is it possible to animate thoes 3d model by using script. ??
Because i have tried to animate them with 3ds max software but i failed to apply animation on that 3d model. because it requires more practice.
So is there any other way to make my zombie walk.?
I have tried zombie available on Mixamo : http://www.mixamo.com/catalog/motions/FREE-creeping-zombie-walk-loop-walking-86
But i want other types of zombie . even i don't want to purchase.
Thanks to all of you for supporting me and helping me till now..
Hope for the best solution..
Good animations are hard to produce algorithmically. The only good ones I've seen are from Natural Motion (http://www.naturalmotion.com/) and they're totally out of reach for an indie dev.
Your best bet is to buy animations which you can then rig to multiple characters. You've already seen Mixamo, but there are some other interesting animations/controllers in Unity's asset store. Check https://www.assetstore.unity3d.com/#/content/3853 for example.
To add a animation through script you just need to create a variable and assign that to the character. Or use navigation components then bake the scene.
I have a hierarchical animated model in DirectX which loads and animates based on the following DirectX sample: http://msdn.microsoft.com/en-us/library/ee418677%28VS.85%29.aspx
As good as the sample is it does not really go into some of the details of animation that I'd like. For example, if I have a mesh which has a running animation and a throwing animation as seperate animation sets how can I get the throwing animation to occur for bones above the hip and the walking animation to occur for bones underneath the hip?
Also if I wanted to for example have the person lean left or right would I simply have to find the bone for the hip and multiplay a rotation matrix by its matrix? In this case I think the matrix is m_amxBoneOffsets?
Composing multiple animations to a single one is usually the job of an animation system, something that is way out of scope of the D3D sample.
Let's look at your 2 examples:
running and throwing
Well, in this case you could apply the animation for the lower part of the body from the running animation and the animation for the upper part of the body from the throwing animation. And you'd get a very crappy result.
The how is just a matter of knowing which bones are where in the bone palette (something that depends on how they are stored, and in which order, but nothing inherently hard. The definite reference should be the documentation of the tool generating the animation data)
In practice, you're better off with a blending of the 2 animation. This is, in general, is hard, and software packages exist out there that do this for you. Gamebryo, e.g.
Or, an animation of a running guy who throws is different enough from a standing guy who throws that you might be better off having 2 animations.
Leaning
If you apply a rotation matrix to the root bone, you'll simply rotate your whole character.
Now if you rotate the next bone in the hierarchy (from the spine), you'll get all the bones that depend on it to rotate likewise. It will probably do what you want, but there's a sure way to find out. Try it!
Well the thing is the running animation SHOULD affect the throwing animation slightly. What you need to look into is animation blending.
I'm sure Valve wrote a good paper on how they implemented it in Counter-strike many years ago. Its not on the valve site though so I'm not sure where I got this memory from ...