[RELEASED] Horse Animset Pro 3

Using ootii Motion Controller and Synty Studios Western Pack with HAP integration. Cannot seem to get the camera to follow the character after mounting the horse. Also, the feet don’t fit inside the stirrups. Besides those issues, the HAP system is amazing. I’m hoping to integrate the ootii Shooter Pack as well. I don’t think the OotiiHAPLink.cs script includes the required code to handle Shooter Pack yet. However, it would be a perfect addition for the Synty Studios Western Pack.

Some new Optimization for the Animal Script (Which means all the animals /creatures) :slight_smile:

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You can Fix the Feet IK Position while playing
Check this tuto:

https://www.youtube.com/watch?v=0Cc5fonmgmI

Check on the Link Script that you have set the reference for the Camera Controller from ootii

EDIT: My BAD since I was using the hole ootii set I had the line of code on the camera on the wrong side :smile:

I have updated the integration again

https://drive.google.com/open?id=19HjQhkumrLFIwWRYpSzvS4kupNCoy_xt

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I have not checked recently, do all animals come with a HAP ridable version? I recently got most of them.

yes! all of them has a ready to mount prefab

Perfect. : D

Hi Malbers,

that look amazing and I was going to write you about an issue which isn’t even close to 100 wolves.

In my current scene (I’m just prototyping) I got 1 horse and 2 wolves (the wolves aren’t doing anything and the horse just has the player as a target in the AI, but the performances cost is not important)

Adding the horse to the scene cost 30 to 40fps. That’s quite huge. Same for wolves (but less impact)

Should I wait for your performance update to do more tests or is there any way to troubleshoot this (I’m not used to troubleshooting performances yet)

https://www.youtube.com/watch?v=PYW1hr7GHmQ

I found that Sounds tracks and Particles for the FootSteps make a bit of a performance problem… and for the horse the cloth simulation for the reins and the Mane… those are frame killers…

Now, other problems I found was the Raycasting.
I was making 3 raycasts on FixedUpdate…(which it can be a bit heavy)
on the next update that is changed to update and you can adjust the Raycast to every N frames

I was keep making changes and searching every code to squeeze a bit of performance but I’m stopping for now… :slight_smile: so I can release this update this week :slight_smile:

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That’s great, I’ll wait for the update and then do some more testing :slight_smile:

Hi @Malbers , i’m having a problem with the UFPS integration. Using the prefabs out of the box from the example scene, the horse is not falling as it should, here’s a video:

Do you know what possible is causing that?
Thanks in advance, cheers

Hi guys,
Just few words to tell you that our team (Nukeygara ;)) made a video tutorial concerning the nice post of Wigglypuffs above. So this tutorial quickly shows how to use Akeytsu to add a new quadruped in Horse Animset Pro. We hope it will help.

Enjoy :wink:
Aurelien

https://www.youtube.com/watch?v=1PB7Msik314

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Yes! I have already fix that :slight_smile: wait for the next update soon :slight_smile:

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AMAZING WORK!!!

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This error is giving me problems;

Assets/Malbers Animations/Horse AnimSet Pro/Integration/Invector/Melee/InvectorHAPLinkMelee.cs(190,23): error CS1061: Type MalbersAnimations.HAP.Rider3rdPerson' does not contain a definition for IsRiding’ and no extension method IsRiding' of type MalbersAnimations.HAP.Rider3rdPerson’ could be found. Are you missing an assembly reference?

I’m using Invector_Shooter 1.2.0 and I’ve imported in the integration files… not sure if maybe you have a fix for this already?
Any help would be greatly appreciated!
Keep up all the good work!

I am working on a 2.5D side scrolling game. I like it that the character can mount from the back, since I can have the mount stay parallel to the horizontal axis and on the same vertical plane with the player. However, the character dismounts to the left side all the time, taking the player to a different axis out of the 2D playing plane. Is there a way to have the character always dismount to the same vertical plane as the mount? For example, always dismount with the same jumping from back animation? What controls the dismount location? Thank you for the awesome asset.

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Try Changing IsRiding for isRiding… :slight_smile:

The dismount animations is set by the last Mount trigger used by the rider
the Dismount ID is the Transition values to the Dismount animation… so changing that value on the Mount Trigger will change how the rider will dismount
3464241--274885--upload_2018-4-16_16-51-54.png

(Fixed the problem I posted before, editing now as i have a new problem :P)

Hey guys, what is the best way to significantly lower the turn speed when at a gallop?
I tried to edit the two values on Animal → Ground → Run Speed, but there are problems setting a negative “additional Run Turn Speed” and tweaking the “L” value isn’t what I want at the moment. I cant find another way to make it so tapping left or right only moves the horse a fraction when your at top speed, whilst holding it wont swing it about at unrealistic speeds whilst at full gallop (im implementing jousting so i need to make fine adjustments at speed to line up with the target)

Thanks :slight_smile:

Thank you for the help. I was able to solve the issue by deleting all the triggers except the back trigger. Then I changed the dismount animation to a -1 speed of the back mount. It is looking a little weird since the player tries to jump back from the horse, but kinda goes through the back of the horse (ouch). I am looking for a way to make it the exact opposite of the regular mount animation.

I was able to turn Opsive TPC’s Blink (the horse) to work in a 2.5D style control, but I am having a hard time turning the HAP horse controller to do the same. Basically, I would like to have a system where when I press the left arrow it will turn left and then continue moving left, and the same for right. Currently it only moves forward with the up key. Since TPC’s animation system is code based, I could not transfer what I did with Blitz to “Horse for Opsive”'s “Horse Animset Pro 3.0” animator controller. Do you have any integration files that I could use to make it work with the pseudo-3D mode of TPC more quickly? Thank you.