Daxter (psp) fanproject

—UPDATE—
my programmer friend helped me a bit with scripting;

got some animations and navigation into the engine…

got a question though!

I have the same player character in two Motion Builder files. one file for navigation, and one for ranged combat basically.

is it possible to share animations between these two identical characters in unity?
the way I have it setup right now is one .fbx file with the character, and all the animations lined up after each other and then doing the whol
idle 0 - 60
walk 61- 80
or whatever, in the animation list.

can I access animations on another character with a script somehow?
say I have a running animation in another .fbx file that I want to access…
without using character@animation, since that doesnt let me play any animations at all for some reason…
if there is no other way, then I’ll dig into it more … but…

Hello!
Just registered here to show of what I’m doing in Unity, and hopefully get some script help, or at least figure stuff out myself :slight_smile:

Short story;
Player Daxter on psp some years ago, modelled and rigged a version of him in a matrix outfit.
About a month ago I picked it back up, got it all setup in Motion Builder and started pushing out some animations.
Got a whole set of animations now, all from navigation to ranged combat and aiming.

Did a test way back, tried to get some stuff into the Unity engine.

Managed to get him to loop in a God of War like state, until you press X on the keyboard, where you then activate a small intro and then go into navigation using the FPSmover actually :slight_smile:
The animation isnt playing back exactly the way I want it (might be because of all the animations being baked in after one another…) but the camera is there (parented to a “camerajoint” in the rig), fov is off, but whatever.

http://thatanimator.blogspot.com/

Got tons more animations on my development blog I put up two weeks ago.
Just done some walk sidesteps since then. Got enough animations to get something going ingame I think…

But like I said, just need to figure out how! haha

Well, hope you like it!
And if somebody knows a good place to get some navigational or “press button, play animation” scripts, I’d be happy!

Thanks! :slight_smile:

Of course beyond all the usual “watch out for copyright” stuff, I love the animations - perfectly kinetic. Great camera work too - you nailed the whole “shakycam” ala the new Kane and Lynch game camera style.

WOW…awesome…like the character animation and way the camera move with the character…how did you do the camera movement…with script or by animate in inside maya and then import it inside unity?

like to learn from you…

you can make a game thats like daxter without copying, it would be much cooler that way. fan games are usually pretty dull. plus you don’t wanna work that hard on something and get a cease and desist letter to stop work (its happened plenty of times).

Love the camera view bobbing though.

The camera shake reminds me of Kane&Lynch 2…

… which made me queasy.

thanks guys! :slight_smile:
Im at work now, so I cant upload any new WIP shots…well, I DO have this test video that I put up some time ago.

its bascially, having the character run, and then inputting BACKWARDS on the controller, would make the character turn 180 and what not. just a little animation for that :slight_smile: (all in motionbuilder, no unity in that clip!)

shotgunk1w1 and allen, haha yeah! :slight_smile: the copyright stuff is kinda amusing I guess :wink:
but yeah, never in my life planing to go commercial with this. its just something to get my mind off of work…where I animate cameras and clean motioncapture… its fun to have a more cartoon character at home, I can animate a bit on eh! :slight_smile:

hizral84, thanks! :slight_smile:
the camera is super simple! I have a camerajoin in the character rig, which is offset a bit behind the character.
then I parent a camera to it in Motionbuilder (or Maya, or whatever) and animate the camera, plotting all the data down on that camerajoint later!
then, just get all the animations into Unity, and parent the game camera back onto the joint! and it looks just like in Motionbuilder…aside from the FOV and DOF I guess … heh… would like to get that in too… :slight_smile:

Rives, haha :slight_smile: my girlfriend hates the camera too… she sais it hides too much of the animations, she likes to see it all. at it makes her sick with all the bobbing lol :slight_smile:

my programmer friend helped me a bit with scripting;

got some animations and navigation into the engine…

got a question though!

I have the same player character in two Motion Builder files. one file for navigation, and one for ranged combat basically.

is it possible to share animations between these two identical characters in unity?
the way I have it setup right now is one .fbx file with the character, and all the animations lined up after each other and then doing the whol
idle 0 - 60
walk 61- 80
or whatever, in the animation list.

can I access animations on another character with a script somehow?
say I have a running animation in another .fbx file that I want to access…
without using character@animation, since that doesnt let me play any animations at all for some reason…
if there is no other way, then I’ll dig into it more … but…