Deprecated Asset

Asset has been deprecated

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good

Looks excellent, well done. Are there any docs online to read through? And one question is it easy to control how stiff the ragdoll is so I can easily go from very clumsy to not at all clumsy with my characters, and is that something that could be changed at runtime per character.
And one observation from the tut video, it would be a nice feature to automatically map the bones based on names at least as a starting point in the binding process.

Are the docs available before purchase so I can take a look through to see what can be done.

So no way to be able to read about it all, check the API info etc before I buy it?

Looks really great. Will it work smooth on mobile devices also?

I would like to see the docs as well, would like to buy the asset but would like to check out the API et.c to see if it will do what I need. Also is there a road map of any planned new features for future updates?

sadly it looks like he has already abandoned the asset :frowning:

Thanks for the reply. Quick question on the animation following is there a value to say how closely the animation tracks the character animation? For example if I already have a scene with an animated characater walking around and being controlled, idle animations etc. if I add your Asset and set i up will that character still walk around but with the nice wobbly ragdoll effect if I bump into things etc.

Oh ok :slight_smile: Guess I am not quite understanding how your asset works :slight_smile: So in the example of the blue box model how is the walking animation of the character done?

So the walking is an animation on the character?

Ok thanks, not sure that will work in my project then, would like to be able to control the look of the walk.

Open to having my mind changed :slight_smile: If you did a tutorial video on how the walk simualtion can be altered that would might be useful for others as well.

I purchased your asset to play with and first question I have is your Templates are quite big, even your Small template is 3m tall compared to the standard Unity Cube. What is the procedure to to get a smaller template, if I just scale it then it moves around too quickly and just doesn’t look right, is there a guide for doing this correctly or building a template from scratch.

If I bind my character model to the scaled template and play the character explodes into a mess, I followed the video twice setting the correct bones but it just goes wrong when play is pressed.

And lastly how do I get the blue boxes and spheres to go away, I expected them to vanish when I clikced the Bind button but they dont they stay in the scene.

Any suggestions as to why my character explodes? Is there some other way to get support other than forum posts, had your asset 3 days now and still can’t make it work.

I think the idea that you need to scale the character is not ideal as that means everything else in the world will also need to be scaled up to match, not sure it is wise for an asset to be used that it requires the changing of everything else in the world to suit and then along with that having to alter physics, speeds etc to match the amount the main character has to scale by, surely it makes a lot more sense for the templates to scale to match the character.

The problem with the binding and exploding is down to the fact that you cant work with prefabs, it generates errors, but this is not mentioned anywhere in the docs and the examples in the docs are using prefabs, which doesn’t help. Try it yourself you will see a load of errors generated when you try and bind the template.

So with the prefabs unpacked you can bind the template and it no longer explodes but because the template had to be scaled to fit the character the movement it way to fast and ugly looking, also the scaling seems to mess up the character mesh in places, for example on my character the feet have gone odd. In the attached image the feet should look like the left but once bound they turn into clown feet.

Any updates on this, been a week and I have not heard anything about how I can get your asset to work?

i want to use it on mobile game and it has a joystick as a controller how can I do that .

first issue : when i start the game i find all the players all fallen on the ground. second issue : when i checked the freeze rotation in the rigidbody the player is standing on his knees instead of his feet


@Mastimed just read the note at bottom of the screen and run the Settings Injector