Skele: Character Animation Tools, Cutscenes and Animations authoring tools

Thanks for the tip. :smile:

Hi, dibdab,

I just created several animations and tried combinations with Legacy/Generic/Humanoid rigging types, and here is what I got:

  1. Legacy rig: OK. Skele can make animations for Legacy rigs; but be noted that Legacy animation is not applicable to generics/humanoid, an export_as_dae_and_reimport process should help.

  2. Generics rig: OK, this is the rig type I usually use.

  3. Humanoid rig:
    You need to duplicate another prefab and make it generics for making animation, as Unity forbids keyframing on Humanoid rigs;
    The animation made with Generics rig can be used on Humanoid rig, Just be noted the default pose of humanoid rig is a curling pose, so you should make a keyframe barrier at the first frame.

So, in short:
Legacy is ready-to-use;
Generics is mecanim compatible out-of-the-box;
Humanoid needs you to be aware the default-curl-pose when make animation;

The Default Pose in Generic Rig:
1611267--98175--$prefabPose.jpg

The Default Pose in Humanoid Rig:
1611267--98176--$curlingPose.jpg

Hi, there!

This weekā€™s update is ready to pack.
If everything goes smoothly, it should get into the assetstore on May 7th.

Be sure to check the new features video clips in the first post of this thread!

The main change list is below:

0.96
NEW: IK Root Rotate mode, in IK Rotate Mode, press ā€˜Eā€™ to switch between IK Rotate mode IK Root Rotate mode;
NEW: IK Pin, pin the specified joint;
NEW: Straighten the limb, for arms or legs, make the lower limb to follow the axis of the upper limb;
NEW: IK Limb Constraints, improve the quality of IK for arms and legs, needs configuration;
NEW: Revised GUI;
NEW: include the Web demo scene code;

Hi, there.

Iā€™ve just submitted the v0.96 package to the asset store.
If Unity guys gives green light, it should get into the asset store on May 7th;

Donā€™t forget to update Skele next week :smile:

Wow, Unity guys are really fast this time. Skele v0.96 is online now.

is this working only on one-mesh rigs or it isnt automaticly appearing? I have these mesh renderers but how do I add skinned mesh renderer?

*ok, with some multi-mesh rigs it appears but it looks like this system works best w one-mesh (or the multi-mesh animation process seems like would too much complicated)

tried to follow on humanoid rig


but this happens if I drag the .anim into animation controller (or using the same animator controller as the robot)
the character doesnā€™t move

start screen

but also there is something on the console Iā€™m not understanding

AssertionException: Expected: not null
But was: null

NUnit.Framework.Assert.That (System.Object actual, IResolveConstraint expression, System.String message, System.Object args)
NUnit.Framework.Assert.IsNotNull (System.Object anObject)
UnityEditor.Graphs.AnimationStateMachine.Graph.BuildGraphFromStateMachine (UnityEditorInternal.StateMachine stateMachine) (at C:/BuildAgent/work/d3d49558e4d408f4/Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/Graph.cs:56)
UnityEditor.Graphs.AnimationStateMachine.Graph.RebuildGraph () (at C:/BuildAgent/work/d3d49558e4d408f4/Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/Graph.cs:51)
UnityEditor.Graphs.AnimatorControllerTool.RebuildGraph () (at C:/BuildAgent/work/d3d49558e4d408f4/Editor/Graphs/UnityEditor.Graphs/Animation/AnimatorControllerTool.cs:252)
UnityEditor.Graphs.AnimatorControllerTool.StateDirty () (at C:/BuildAgent/work/d3d49558e4d408f4/Editor/Graphs/UnityEditor.Graphs/Animation/AnimatorControllerTool.cs:247)
UnityEditor.Graphs.AnimationStateMachine.StateTransitionsEditor.OnInspectorGUI () (at C:/BuildAgent/work/d3d49558e4d408f4/Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/StateTransitionsEditor.cs:51)

Hi, dibdab,

Thanks for your feedback. :slight_smile:

You have pointed out 3 things, letā€™s tackle them one by one.

1. about the humanoid rig animation
I made a video to introduce the workaround for Humanoid rig. Please check it out

Beware that the generic rig must have same structure and same names of bones with the humanoid rig, I guess the robotā€™s skeleton is not the same as your own model.
Are your model all rigged with biped? Using same set of skeleton might help unify the bone names.

2. About the Multi-Mesh

Skinned Mesh Renderer will appear if the model is rigged in modeling software and import into Unity with Legacy/Generic/Humanoid rig type, then you could start Skele with the green button on SkinnedMeshRenderer component.

I cannot see the structure of your multi-mesh model, In theory, if the multi-meshes are sharing the same instance of skeleton in Unity, you should be able to manipulate them all at once.

I guess what youā€™re trying to do is ā€œsharing skeleton with multiple meshā€. You could talk with your programmer referring to this link.

If this is not the case, please provide some more details of your model structure ( hierarchy pics or sample scene ) and Iā€™ll see if I can give more help. :slight_smile:

3. The Unit-Test Log
It seems the log you posted here comes from NUnit, a unit-test framework, not part of Skele.
The framework could come with Unity Test Tools, Iā€™ll give it a try tonight and see how it goes.

Hi, dibdab,

Iā€™ve downloaded and tried with Unity Test Tools just now,
However I cannot reproduce the log you posted here.

My guess here is that your programmer might have added some tests to ensure every state in Animator is filled with an animation?

So, my suggestion is to create the animations for your humanoid character and ensure that every state is filled with animation, then check if the log still shows up.

ok. the error log might not be because of skele (though I guess I dont have Unity Test Tools installed). so you say all the animation states should be filled? Iā€™ll do that. (didnā€™t have this as a problem w other humanoid rigs and animations though).

the thing about (rigged) multi-mesh character object is that in one case skinned mesh renderer didnā€™t show up under the individual objects, in other case it did. I donā€™t know why it is. the multi-mesh is good for separate head/clothes/skin textures,
but I can do atlased one-mesh rig.

just took a look at the video. yeah, thatā€™s what was happening.
I might be mistaken, the robotā€™s object/skeleton base isnā€™t at waist height, rather than foot? if it is, wouldnā€™t be better at the foot (it might complicate things w the character controller, had some issues w finalIK w such skeletons before)

ā€œBeware that the generic rig must have same structure and same names of bones with the humanoid rig, I guess the robotā€™s skeleton should not be the same with your own model.ā€
could you make an empty skeleton of the robot available, so I would rig my characters to that skeleton? I could probably get it/convert from the asset, but if you have it around, it would help (if possible, in T-posed 2009fbx)

The curling pose and the skeletonā€™s base position for humanoid is decided by the Unity humanoid configuration. Sadly we cannot override it.

ā€œso I would rig my characters to that skeleton?ā€
No, you donā€™t need to rig your character (let me call it Mr.X) to the robotā€™s skeleton.

Indeed you should duplicate one copy of your Mr.X (letā€™s call it Mr.XCopy) , make Mr.XCopy into Generic rig, then make your animations on Mr.XCopy.

Just for othersā€™ reference, when I say ā€œmake Mr.XCopy into Generic Rigā€, I mean change the import setting of the Mr.XCopy.
1618712--98834--$rigtype.jpg

just to confirm itā€™s working on one-mesh rig generic

Awesome. Keep up the good work. The only request I have is to be more familiar with Unity editor built-in.
Example. Allow using Unity Editor control widgets (move, rotate, etc) as well as the key bindings.(or a custom editor window with the controls looking similar to the built-in).
I would also like the ability of rotating/transforming from the inspector window transform/rotation/scale element.
Other than that, I think this is pretty well in line with perfection.
Iā€™ve been trying to make a transformer in Maya for about a year, whereas using Skele only took 11 minutes on a vehicle from daz. Since Iā€™m a creature of habit, I like having a single UI for everything, and this is the best addon to date.

I also like how extensible it is. Two different models built inside unity with Skele became one model.

Iā€™m not plugging anything, but hereā€™s an image of the two models with body shift while steering, peda fast, pedal slow, pedal back while looking backl, and look back animations made with Skele. Iā€™ve never had luck animating, but these only took a few minutes each and are likely to save me $$ thousands this year.

p.s. the little girl is from 3drt from the asset store
Edit: I forgot to mention that the IK rotation worked on the girls arms and the rudder of the bike simultaneously (two separate models with skinned mesh renderers).

@Darkling420
A Webplayer? :wink:

The image was supposed to be animated. I build for Android, but Ill let it compile for webplayer later, it just takes forever.

Hi, dibdab,

Glad it works for you :slight_smile:

As for the multi-mesh part we talked before.
I made a video here, maybe itā€™s not your case, just for othersā€™ reference.

Hi, Darkling420,

Glad to hear your feedback :slight_smile:

You talked about unifying GUI style and operation style with Unity Editor.
Emmā€¦ Itā€™s possible but could cost a serious chunk of refactor work, also I might need some help with an artistā€¦
So, I would take note of that for now, maybe give it a re-considering after reaching v1.0;

By the way, Iā€™m looking forward to see your webdemo too. :slight_smile:

itā€™s interesting that physics work while animation is on. (if animator controller has 1 animation, if itā€™s 2, no physics just pose/anim)
was testing w ragdoll. its also possible to record position even in play mode w snapshot.

Physics? WOW, thatā€™s a very interesting idea.

Thanks dibdab, Iā€™ll check out what interesting features we can have from that.

Very interested in this asset, it looks awesome! I just want to confirm that ALL of itā€™s features are available in Unity free before I buy. Also, do you need to import a character with an IK rig to use IK transformations, or can you select bones and apply IK in Skele? Generally I work with mocap and use use a basic rig with no IK, but I would like to modify some animations using IK.

What great work! And what a great price! Thanks!

Hi, Dbone,

Thanks for your interest in Skele. :slight_smile:

Let me answer your questions here.

  1. ALL features are available in Unity Free.
  2. To use IK features of Skele, you DONā€™T need to rig your character with any IK solver or helpers etc.

P.S.: There is a label invisible problem in Unity Free for now as you can see in dibdabā€™s pic. Itā€™s because Unity free displays the text in black and make it indistinguishable on black background, Iā€™ll fix it in next weekā€™s update.
1623002--99365--$invisibleLabel.jpg