Pistol Animset Pro is now not only 80 motion capture animations of a guy with a pistol, but also a Top-down shooter game template! I actually enjoy making those little mechanics like opening doors and teleporting the player very much, so I’ll be expanding this template more
Wow … what a great demo. Love your animations. You should consider adding animations for larger guns like assault rifles and such. I’m sure it would be a great seller.
I’m not sure what it is but, after the character dies on your web player, it says “plugin failure” and freezes my computer. (I’m on a Mac Desktop) Happened twice, had to restart, it froze everything but my mouse. Other than that, the top down view with those animations are pretty great. Thanks for making it available.
After you die I use “RestartLevel”. Apparently the Web Player plugin has a problem with this on Mac (PC works normally). I can’t do anything about it, looks more like Unity Web Player… well… plugin failure
Any chance of releasing this as a stand-alone set that works without Playmaker? I like the idea of the kit, but would rather have it working in C#, instead of Playmaker.
Sorry, Unity kept downloading the older version yesterday when I hit “Update” … It finally downloaded the latest version today. The top down shooter looks awesome, thanks!
Aiming is done by additive animations. He follows the aim target with same speed (actually it’s not speed, it’s delay, 0.1 sec) all the time. The lag when turning around quickly is caued by the speed of turning animations (so, he turns, but he can’t turn THAT quick, not in 0,1s, hence the delay).
How to make it quicker - few ideas:
Go to mecanim graph and make turning animations speed x2 or x3 (you can adjust speed per animation).
or
Rotate him when he turns, so the turn will come not only from Root Motion, but also from procedural turning - this will make him rotate way faster, without speeding up the animations. That’s what I’m doing when the character walks and it will also look good when he stands, if you won’t overdo it
You can also use IK on chest bone and totally turn off the AimOffset layer in Mecanim (only in Pro). So you basically set an IK goal for the character as AimCompass and only for rotation, every frame. Just like in the end of that tutorial:
I’m making IK for the hand there, but you can do same for chest. Just turn on rotation, not position.
I tried speeding up the animations up to 5x faster, but it doesn’t help, and I don’t have Unity Pro, so I guess option 2 it is…
Can you clarify what you did exactly when the character is walking? I copied over the Playmaker actions from the Walk state to the Standing Idle state but it doesn’t seem to do the trick. Sorry I’m not familiar with Playmaker enough
Or maybe you did it another way? Thanks for your help!!
There are sprint animations in the package (just forward). Add sprint animation state in mecanim graph, add some variable like “isSprinting” that controls the transition and add a button in FSM that changes this bool. Covers are way bigger subject that requires much work and very complicated AI for the enemies, so… be patient
Now, as for the instant rotating while idling, in detail:
What you need to add in Idle FSM State is 1 simple Action:
“SmoothLookAt”
Then set the Owner to your character (the one with Animator Component). Set the Target to AimCrosshair. Set the speed to what feels best for you, even 0 if you want.
That way the character will …well… smoothly look at the crosshair all the time You will loose some animation quality of course. That’s why I didn’t want to do that, and chose to make the shooting direction independant of animations.
Btw. the BEST option would be adding 4 additional Additive Aim animations, where character is aiming 180 degrees. I’ll do that in the next update.
Hmm, putting a SmoothLookAt on the Animator component made the feet not move when he turned.
So what I did instead was, a SmoothLookAt on spine1 with an offset from the AimTarget. This made the gun spin quickly (what I wanted for gameplay) but the feet would catch up a bit later.
Any reason why I shouldn’t do a SmoothLookAt on the spine1? Seems to be working pretty well. Thanks!
Cool thanks! Do you think you will ever do the two-joystick mobile setup for the RifleAnimset sidescroller (similar to the top down PistolAnimset level)? The sidescroller would be a great basis for a mobile game.