Realistic Character Animation and TPC.

The TPC that comes with unity looks good, however I can't enjoy it fully. For the following reasons:

1.Turning to left and right is so unnatural and sudden.

2.There is no anticipation before each animation. For instance, Jumping. The knees need to be bent before the character goes up in the air. The moment you press space bar the character flies high without bending the knee first. Or imagine when the character wants to stop running, it needs to have a break animation before it fully stops.

All these anticipation animations i mentioned are already created. I'm not expecting the script to bend the knee for me. What I'm saying is that jumping is so fast that doesn't allow the bending part perform before going up in the air. Same for break animation.

To sum up, I can't have the principles of animation working properly using this controller. My question is, if you also had the same issues as me, have you ever tried to find a better script or enhancing the current script? If so, do you mind sharing it with me? :)

Cheers,

If your so fantastic at Unity why arn't you making your own script to move either a character controller or a rigid body then parenting the camera to it in a position that is considered third person? Why don't you edit your question to be more concise?

The TPC that comes with unity looks good, however I can't enjoy it fully. For the following reasons:

1.Turning to left and right is so unnatural and sudden.

to alter the turning being so rapid go into the script find the function that controls rotation and reduce it's speed variable or mulitply it by a speed less than 1 to slow it down. seens as though you say "I've been working with unity3D since the version 2.6" you should know how to find it, or atleast where to start looking.

2.There is no anticipation before each animation. For instance, Jumping. The knees need to be bent before the character goes up in the air. The moment you press space bar the character flies high without bending the knee first. Or imagine when the character wants to stop running, it needs to have a break animation before it fully stops.

like you said "Cause the character has been given to me and I can't change and amend the animations and am in the lack of time." so why are you putting this irrelevant complaint in your question? Why didn't you specify in your question that it was your own model not unity's "tpc" It's a problem to strike up with your character modeller or your animator, if you're in a professional work environment then fire them, dock their wage or report the problem to your superior. If your just friends working on a project together then ask them to do it again, tell them to get a copy of unity and get it implemented or work on it together. Nothing Unity can do to fix your faulty animations.

All these anticipation animations i mentioned are already created. I'm not expecting the script to bend the knee for me. What I'm saying is that jumping is so fast that doesn't allow the bending part perform before going up in the air. Same for break animation.

If the jumping is to fast then put a yield statement in the script to give it a moment to "anticipate". want a quick fix resize it down on its upward axis then have it jump and resize back to normal, looks crappy but it adds some "anticipation"

To sum up, I can't have the principles of animation working properly using this controller.

Okay straight out, what do you mean by "this controller", I know you're refering to the TPC which you NEVER stated to be a third person controller, so is it the Transaction Processing Performance Council? The Phone Company? maybe its some Thin Plated Copper? Do you mean the 3rd person controller SCRIPT that Unity has kindly provided you as a DEMONSTRATION or some other 3rd person controller (with less ambiguity as to what it is, what it does, where it you pilfered from, etc)

yes you can have the principles of animation working properly with a character controller, no you may not be able to get your character working perfectly with the premade script titled third-person-controller. But seen as though you're "very much familiar with unity's scripting reference. that's what i mean by obvious" it should be obvious to you how to make and set up your own character, and by that I mean, animate your character properly, import and implement it properly (look at the animation documentation, if you're so experienced in unity it's all you need, considering my colleague isn't experienced at all and he taught himself in a week)

Also you did ask for a script,

That's why I was hoping someone here could at least have a script for more than only 4 or 5 animations input so that I could save a bit of time.

so when you said

I'm not expecting you or anyone to write codes for me

you already said that's what you were hoping for, and in order to hope for something you have to have some expectation of it coming to fruition, hence you expect someone to write a code for you because you asked. Lawyered

My question is, if you also had the same issues as me, have you ever tried to find a better script or enhancing the current script? If so, do you mind sharing it with me? :)

And finally my answer is:- Yes I have had the same issues as you, the day I 1st opened Unity. And on that day I realised if i wanted a game to act the way I need that using a premade script wasn't going to work. I never tried to find a better script I tried to MAKE a better script, that discounts enhancing a premade script. So what I did was found the most reliable source of information to inform me about how to use Unity, they were the Unity Users Manual which includes the animation documentation and the Unity Script Reference. I now have several scripts that could be used to control a character in 3rd person view and I've been using Unity since late 2.6 release (about a month or two before 3.0) So the length of time a person has owned a copy of Unity isn't directly proportionate to his knowledge of it's features.

Yes, if you check my own answers you'll see that I've spent hours for other ppl and wrote codes for them

so because you have wrote codes for people you expect someone to write codes for you?

If this question is not interesting for you then I wonder why you answered

this question does interest me, seens as though I worked on implementing animations into unity earlier today. Where did I say I found it uninteresting? You will find that I didn't. I answered it because you asked it and since what you asked made you sound like a newb I informed you of how to start learning how to use Unity and animations.

So you can downvote me all you want, get on your other account and down vote me again (even though you said "is it really a big deal???" the fact that you did that stands to answer your question) but at the end of the day I'm right. I've answered every part of your forlorn question, even the non-specific parts, even though you should only ask one question per post you have raised several points of which you're concerned about. Forgive me for not softening the blow to your ego. The fact that no-one else has provided you with another answer (or a script) by this time is an indication that my orignial answer was sufficient.

If you're going to post back any form of retort (history would pledge you will) atleast answer this, the documentation provided by Unity clearly states how to use and implement animations plus the pipeline of how to do so... So What is wrong with the documentation provided by Unity about animating? For a "veteran" such as yourself it shouldn't be too difficult.

Before you respond read my post again make sure you absorb and understand it before you run your mouth off with some BS response which shows that you clearly didn't read and understand what I've just said.

edit

and just because I've seen your latest post, here and here and here are some more documentation about using animations and making the best of what you've got (even though this aint ever going to bend your knees so you can make a jump look right) It's sad that you would rather complain about not being able to use something as apposed to using that energy to find the answer yourself, of course people are going to have the problems you have, and of course someone would have found an answer already. Look for it before opening you pie hole (or type sometihng as the case would be for the interent)

by tpc i assume you mean third person controller and there are alot of things you can do to stop the nasty movement feel like scripting, using forces on a rigidbody. Or adjusting inputs so they don't snap to extremes and ease in and out. As it goes whatever character you have at the moment isn't made by you so quite complaining, if you have a problem with it make a better one yourself, i assume your just ripping into a demo project here with no real knowledge of unity. The third person controlloer is just a premade script, write your own if you "can't have the principles of animation working properly with this controller" as it goes that script probably wont effect how the animations look.

Again if you have a problem with Unity demo projects make your own, it's what Unity is for.

How about checking the animation and being clearer in your question, I only get what you want now because you've explained it over several comments. why not check the animation documentation and script reference for animation everything you need to know is in there. My colleague learnt it in less than a week using those two links alone, I implemented his character and animations just today and understand it can seem complex but once you read the documentation it makes sense. A little more time spent reading and a little less time spent begging for scripts and you can make a good game designer of yourself yet.