Female Movement Animset Pro

Play it here (Unity Web Player) - TPP
Play it here (Unity Web Player) - Point & Click

Get it at the Asset Store: Unity Asset Store - The Best Assets for Game Making

!btw. if you already have Female Walk Animset, don’t buy this! You can upgrade and just pay the difference in the price. To do that, log in to Asset Store, go to Female Walk Animset and click “Upgrade” (when it’s available).

This is a set of over 170 motion capture animations and a 2 super-realistic, “drag and drop” character controllers for female characters.

Animation List:

TPP Controller:

Top down point & click controller:

The controllers are exclusively built with PlayMaker and they require it to work. If you don’t use PlayMaker, you can still use all 174 FBX format, motion captured animations to build your own controller!

You can build a seamless third person perspective character movement for your game. The animations are universal, so you can use them for any setting you like - SciFi, Fantasy etc. All animations use Unity’s Humanoid rig and Root Motion (which can be turned off).

This package has over 170 animations from which you can make game mechanics for:

  • Standing

  • Walking (including strafing)

  • Running (including strafing)

  • Climbing up and down stairs

  • Crouching / Sneaking (including strafing)

  • Getting up from ground

  • Jumping

  • Falling

  • Interactions (button pushing, picking up objects, levers etc.)

  • Sitting

  • Throwing

  • Sliding

  • Climbing obstacles

It also contains:

  • Female Dummy character
  • Various door prefabs with different opening gameplay mechanics
  • Working elevator prefab
  • Working teleporter prefab
  • TPP game template
  • Top-down point & click game template

This set and controller is compatible with Movement Animset Pro and you can freely replace animations or even blend them together to produce something in between male and female animations:

Useful links:
FAQ - Please read before you buy! :slight_smile:
Kubold’s home page - tutorials etc.
Kubold’s facebook page

TUTORIAL - how to change the character model

Cheers and have fun,
Kubold

8 Likes

Another pack of high quality mocap motions. Awesome work Kubold.
I particularly like seeing the Blacksmith using the motions. It was funny but showed the quality of the motions being retargeted to a character with different proportions.

Awesome

I see this has finally become available in the store! :slight_smile:

Hi,

“Day 1 patch” submitted. Version 1.01 will fix a little Mecanim twitch between WalkStart blend tree and Walk Loop blend tree. The “fixed time transition” checkbox was unchecked. It’s checked now, also the PlayMaker Transition time is a little longer and transitions are silky smooth. The Web Player demos (links in the first post) are already updated with the patch.

V. 1.01 should be available in 1-3 days.

Cheers,
Kubold

Few questions before I buy:
Are the .fbx on the Unity standard skeleton?
Are the .fbx single files separated for each animation? Or only one giant multitake file?

Fbx files are baked on HumanIK skeleton which is 100% compatible with Unity Humanoid rig and 100% compatible with Maya and Motionbuilder autorig. You can inspect the skeleton structure here:

http://www.kubold.com/?page_id=134

This demo is on male skeleton, but female has the same structure, just different proportions.

Animations are in 2 big multitake files.

Thanks for the quick response,
I feel its a bit inappropriate to post this question here but since you havent replied to my email from a few days ago so far:

Any rough estimate if and/or when you`ll provide these on the ue store?
Reason being is that I have a working ue skeleton to maya rig retargeter in place and Id rather process your set through that. (Needs to be done because of auxiliary bones for deformation improvement being baked from the maya rig)
I checked the demo skeleton from the link you posted and hmmm… well It doesnt mean I cant work with these at all, but it would cost some time to dev and write something that can autoprocess those multitake fbx files. Im really not looking forward to that … Id rather spend the time on actual character controller programming inside the engine.

So its important to me to know if it (release on your personal website or ue store) will happen anytime soon and if its worth for me to wait for that or not…
If you say yes it will happen, then I would get the male version you have for now to get the ingame stuff going with the set, then replace with the female one once its out.

Hi,

I answer support e-mails on workdays, mostly monday, wednesday, friday, so yours will probably be answered today. And also blame Fallout 4 :wink:

Epic doesn’t provide a female skeleton, so I will have to make a female character myself to sell the animations on UE4. Also Epic requires the character to be AAA quality, so I can’t just make a woman out of boxes and capsules. All this additional obstacles that Epic puts in front of animators need to be solved first. I can’t tell when I will be able to make an AAA female character. Could be 2 weks, could be 2 months. I will problably just release this set on my own www first, baked on the female dummy you can se on current videos.

Anway, retargeting from current HumanIK rig is the easiest thing ever.

  1. You CAN import multitake files to UE4. They will all have the same name, but they will import.

  2. To get those animations in separate files for Unreal:

  • download a trial version of Motionbuilder
  • open a multitake file
  • click “Save As…”
  • mark the checkboxes on the bottom “Save One Take Per File” and “Use Take Name”
  • click Save and Motionbuilder will export to separate files.
  1. To rig and retarget the animations in Maya:
  1. And most convenient of all, you can just open the multitake file in Motionbuilder and retarget all animations in a batch with couple of clicks.

How can I add a fly with animation to this with my own fbx files with the button F for fly and press F again to stop flying?

For example: you need to add the fly animation to Mecanim Controller and make transitions to other mecanim states (or to “any state”, or to Exit and Enter, as you like). Add a mecanim variable (like trigger or bool) that will control this transition. And then, just add a new FSM or a state in existing FSM, that will control this mecanim variables, so for example, when you press F, then the bool is true, and mecanim transitions to flying animation.

I am going to need some help combining this with Morph3d.

Please visit www.kubold.com for some tutorials.
You can also browse through videos on my YouTube channel.


Great advice, look to the tutorials. Now what?

I decited to start over and I get animations sorta but this error and the character floats along in one direction, I am using the newest of everything, Unity3d Pro 5.2.2p2 Windows 10 Pro 64x.:

InvalidCastException: Cannot cast from source type to destination type.
System.Reflection.MonoProperty.GetterAdapterFrame[CharacterController,Vector3] (System.Reflection.Getter`2 getter, System.Object obj) (at /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System.Reflection/MonoProperty.cs:234)
System.Reflection.MonoProperty.GetValue (System.Object obj, System.Object[] index) (at /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System.Reflection/MonoProperty.cs:295)
HutongGames.PlayMaker.ReflectionUtils.GetMemberValue (System.Reflection.MemberInfo member, System.Object target)
HutongGames.PlayMaker.ReflectionUtils.SetMemberValue (System.Reflection.MemberInfo[] memberInfo, System.Object target, System.Object value)
HutongGames.PlayMaker.FsmProperty.SetValue ()
HutongGames.PlayMaker.Actions.SetProperty.OnUpdate () (at Assets/PlayMaker/Actions/SetProperty.cs:34)
HutongGames.PlayMaker.FsmState.OnUpdate ()
HutongGames.PlayMaker.Fsm.UpdateState (HutongGames.PlayMaker.FsmState state)
HutongGames.PlayMaker.Fsm.Update ()
PlayMakerFSM.Update ()

How do I convert them from Generic rig, to Humanoid?

Ok, let’s go back to the very beginning. Just make a new project and watch this tutorial. I made it just for you :smile:

2 Likes

Hey Snow - to your last question - select the animation or character, in the Inspector select the Rig tab and change from generic to humanoid.

I have not used this pack from Kubold but it seems you are not following the processes he has available in videos and on his site.
Seems like the error you are experiencing might be with the Morph package.
This might be helpful to you also [Released] Morph Character System (MCS) - Male and Female - Community Showcases - Unity Discussions

Finally - Kubold has a great FAQ on his site available for all.

1 Like

I’ve got a different question. I was using UFPS before I replaced it with this asset. I used to have a foot step sound. I was trying to use the one from UFPS but something is missing from it without adding all of the UFPS stuff to the avatar. I am wondering if you have ever used a foot step sound system and how you got it to work. Am I missing a collion or something?

Female Movement Animset Pro already has some footsteps, but it’s very simple and, frankly, not optimal.

There are collsion spheres parented to the feet of the female Dummy. Just reparent them so they are attached to your model’s foot bones and you will have your footsteps. This is not the best method, since the foot collisions with the ground vary a little bit every time, so the footsteps are uneven.

The optimal solution for footseps is to just use animation events, so the sounds are triggered by animation. Same goes for every other sound body does, like clothes moving, voice efforts, landing sounds etc. I didn’t include that system because this starter controller is already complicated, and it is supposed to be a starter, not a full game.