Soldier Animation Pack

Is it possible to animate two different characters such away like this?

i noticed that a few animations are screwed up after converting them to humanoid.

For example the Run_Rifle animation is screwed up:

Can you please doublecheck this ?

Sorry, didn’t get any auto notify of this post. Yes, it should be possible by just making a separate Avatar out of another mesh.

That doesn’t look good…poor guy! I’ll look into this later tonight! Thanks for bringing it to my attention!

1336031--64683--$run_rifle.png

This is what I see when I set the Run_Rifle using the Avatar created from the Soldier model. I tried it without setting up a Source Avatar and turned on IK and I was able to get the same looking results that you have.

1336031--64684--$BrokeLegs.png

What are you Rig Avatar settings on that Run_Rifle animation?

I will add a Unity4 package to this asset with the Avatar and all the animation Rig pre-setup.

The Unity4 package update has been submitted. :slight_smile:

Nice pack… but webplayer not working here. It loads to 100%, then i hear a sound, and then crash. Mac, firefox (latest osx and all up to date)

Thanks, and thanks for reporting the issue! I will look into it this weekend.

Also, the Unity4 package submission was accepted, so if you were having an issue with the animations and rig, please try updating and let me know if you’re still having a problem.

I will be adding Knockback and additional Death animations this weekend! :slight_smile:

I downloaded the update and i still get the same result graphicalgeek.

A lot of animations are working, but quiet a few are not.

I do this:

  • i go to an animation, then by RIG i set it to humanoid.
  • I leave avatar definition to ‘create from this model’.

i notice that with the animations that don’t work ,the configure button haves a X infront of it, if i try to configure, it won’t allow you to automap them.

Is it possible that you convert them to humanoid yourself. I think most people will need to rig to be humanoid anyway. That way you can test every animation to work for sure.

EDIT: the running shooting animations are very important to me at this point for me right now and those are the ones that don’t seem to work proper at this time.
I tried using the normal rifle shooting animation (works) but when the soldier is standing still and shooting it puts his left leg forward and shoots like that, which doesn’t work for my game/character well. So i’m hoping the running shooting animations will work out better for it.

Are you using the new Soldier Prefab for Unity4? It sounds like you’re using IK and that’s overriding the animations. Also, the avatar definition for the animations should be created from the base model. That’s all setup in the new Prefab.

i’m not using the prefab ,i’m using my own character, just using the animations for it.

Can you perhaps make a video of what’s happening, or send your project? I’ve not had any issues, or received any other notice of issues with that animation, or any animations, so I’m thinking its some other setting or thing affecting the animations.

Sorry for the possibly silly question I am completely new to programming animations.

I want the character to aim his rifle up when he sees an enemy and fire when it is in range. Problem is the fire animation has the character lift the weapon, fire, then lower the weapon so it looks stupid when he fires more than 1 shot. Is there an easy fix I just dont see?

You should be able to just split the clip in the FBX import setting to make a new animation of just the firing.

http://docs.unity3d.com/Documentation/Components/FBXImporter-Animations.html

When I get home later, I’ll give you the exact frame range.

Oh, you should use frames 1-6.

So I added a weapon in the prop rifle position and tested the animations and it worked great and then added a script that does nothing but store some info. Suddenly the weapon just rotates 90* and stays facing down doing nothing. I removed the script and it still does it.

It has nothing to do with my script as it doesnt do anything but its still broken. Any ideas?

Without being able to look at it, I would guess that somehow the hierarchy changed and the weapon is no longer parented?

Hey,
I bought your packages some time ago (the animation and soldiers/weapons pack) and just wanted to ask if its possible to share the soucefile from the webplayer demo that you have here: http://www.explosivegames.net/soldiers-and-weapons-pack/

or just a simple demo with switching weapons. shooting, throwing granades, rolling around and so on