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.
Related
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'm working on a school project and we are developing an interactive story with the A-Frame framework. The idea is to visit your old house and to have memories about good old times. So we're using 360° images in sky entities and we're switching those images between present and past.
I'm working on the transition when switching images, but the only good transition I can develop is a simple fade to black... My idea would be to get something similar to CSS Mask Transition here : https://tympanus.net/Tutorials/CSSMaskTransition/
Is it in any way possible to get a similar result ?
If not, would you have any idea of a good and easy transition that I could do ?
Just so you know, I'm not used to web development, we only have 3 days to finish this experience and I'm completely new to the A-Frame framework (I've been working on it for 3 days now only).
Thank you very much for you time and have a nice day !
Augustin.
A transition similar to that will be pretty involved to implement, I don't think it is possible in the span of a couple days with not much graphics experience. You'll mostly likely need to write your own shader that changes the alpha value of each pixel. Or you can maybe create an alpha map GIF or video, and use that to control the alpha values of the texture.
A-Frame has an example for transitioning between 360 images. For better performance, you have one image, do a fade to black, swap out the image, and fade back out: https://github.com/aframevr/360-image-gallery-boilerplate
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'm evaluating canvas libraries, and my needs are:
I want to make it easy to build nice looking buttons that move
around and on which I can easily capture events. Button drawing
helpers would be cool
I'll be building a system for others to use to create animated
scenes combining moving test, images, and sound. I won't ever be
drawing complex shapes myself, the most I might be drawing is
buttons around some text.
I do not want to be totally insulated from the low level machinery
of the per-frame drawing callback. Helped along sure, but
I'm going to be syncing with Web Audio API stuff and want to keep
access to super tight timing control
I'm comfortable with pretty low level scripting of animation, would rather not have it be something that changes Canvas into some
totally different paradigm, but not sure on this point
needs to work well for touch on iOs
I'd ideally like to be using one with good docs and a high truck number. The state of Canvas libs reminds me of the state of JS libs
10 years ago, and I'd rather not invest in something that doesn't
have an actual "team" behind it. Truck number == 1 worries me.
You flagged KineticJS, so I can say a little bit about how that would work.
1) It's a great tool for tracking shapes on a canvas, capturing clicks, and moving them around. It's easy to place an image on any shape, but I would use another program to make those images.
2) Even if you don't do a lot beyond buttons, KineticJS provides some nice features for manipulating the canvas, and I'm sure you'd use a lot of them in making tools for others.
3) KineticJS provides an animation object that repeatedly calls the draw() method for you. You define your draw method in order to create animations.
4) It's more of a wrapper around canvas. You work with a Stage and Layers, but there is still a lot of transparency to the canvas itself, and you can always do direct manipulation as well.
5) You can capture a broad range of events including "touch", "click", etc. It's easy to treat them the same when appropriate or differently if you need to. Furthermore, you can simply mark shapes as "draggable" and it handles all that appropriately.
6) Kinetic has had spectacular documentation and examples, but in looking now, the tutorials seem to be missing from http://kineticjs.com/ and I can't find them elsewhere. That's minorly worrisome, but the docs are still there and my guess is that they'll be back up soon since KineticJS is still under active development.
I'll weigh in on #1:
Nice looking buttons:
Hands-down...use Adobe Illustrator to create a set of button vector images (.svg).
If you need low level control over the button design at run-time then convert the Illustrator images to canvas drawing commands with this great plugin from Mike Swanson:
http://blog.mikeswanson.com/post/29634279264/ai2canvas.
The key here is that canvas will scale the vector button for you so you're always getting a professional, polished look both on a small mobile screen and a large desktop screen.
You could use canvas to build each part of a button from scratch, but don't reinvent the wheel.
A good animation library is Greensock. It also helps you build timelines (kind of like Flash timelines).
http://www.greensock.com/gsap-js/
As to canvas libraries, check out Stackoverflow's sister site that offers software recommendations:
http://softwarerecs.stackexchange.com
Good luck with your project!
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 ...