This is a complete set of over 120 motion capture animations for male character with PlayMaker 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.
Video 2: example gameplay built from Movement Animset Pro:
Video 3: example gameplay built from Movement Animset Pro:
Video 4: animations added in version 1.2
It consists of over 120 animations from which you can make game mechanics for: - Standing - Walking - Running - Crouching / Sneaking - Jumping - Falling - Interactions (button pushing, picking up objects etc.) - Fist fighting - Hits - Knockdowns
It also contains:
Skinned model of a modern day soldier (26,536 tris, 13,813 verts)
Yes, that’s the plan
Next I want to do tactical movement and combat for pistol and rifle, followed by sword movement and combat etc., all compatible with this package.
I’d appreciate if you let the author decide what the worth of his work is. If you don’t agree with something or it rubs you the wrong way it’s best to ignore and move on.
Combat movement for guns is in my plans, but I don’t want to give any deadlines yet. But rather sooner than later
Not sure what you mean “which format”, but if that is what you ask, they are on Generic rig in the package, but can be converted to Humanoid with one click. The skeleton is Motionbuilder compatible (hierarchy, naming). It retargets nicely with Mecanim to any Humanoid character you want, but make sure that both Avatars have the same t-pose position when you configure them. Default Avatar configuration is not always good. So for examlpe, if one character has straight legs, and the other has them a little apart in Avatar, this will show in retargeting. Oh, and make sure the “Bake into pose” is checked on Root Transform Position (Y), so the character knows where the ground is.
That would be awesome. It would make your product one of the only animation packages with a complete set of basic motion animations that wouldn’t require mixing and matching with other mocap suppliers. The only other one I could think of is a backup anim, but you can simply play the forward anim in reverse for most cases probably.
Is it, though? Telling the merchant that you think his prices are wrong is part of the process. How is he going to know what people think if they don’t tell him? If people aren’t buying, how will he know whether it’s because of quality, mistakes he’s made, or the price? Perhaps he didn’t say it nicely, but not talking about price at all is not the solution.
Heh, I am not a programmer and I don’t know java or c#. I’m trying to do a controller using Playmaker and my animations. Here’s what I have so far, already spent 3 days on that:
I thought, I’m selling the animations, so why not use them and make myself a good TPP setup for my own games. Also that is a good way to determine in practise what tweaks the animations need and what is missing and should be in future updates.
Movement Animset Pro is now updated to version 1.2.
Update 1.2 adds 20 animations for fist fighting, hits, knockdowns and deaths.
As for the next package, it’s not accepted to Asset Store yet, but the controller will be included this time. If everything goes well, I’ll make and include the PlayMaker cotroller to Movement Animset Pro also.