Sword and Shield Animset Pro

Hi guys!

The Sword and Shield Animset Pro package is already live. I want it to have a forum thread for announcements, support, bug reporting etc. so here it is.

Sword and Shield Animset Pro contains a set of over 120 motion captured animations for characters armed with sword and shield. It also contains a sword fighting game template with “drag and drop” Player and Enemies controllers, made in PlayMaker visual scripting plugin in Unity3d. It works with Unity FREE and Unity PRO.

You need PlayMaker for the controller to work!

If you don’t want to use PlayMaker, you can still use all the animations to build your own controller. The animations do not require PlayMaker to work.

All animations are in FBX format, baked on Autodesk HumanIK skeleton (google it, it is used in many many industry standard softwares, including Motionbuilder, Maya and Mixamo), used in all Kubold’s animation packages. Animations use Mecanim Humanoid Rig, but can be converted to Generic or Legacy rig. All animations, except platformer jumping, use Root Motion.

Links:

Asset Store - get it now
Web Player - click to test it!

Version 1.0 includes:

  • walking
  • running
  • attacks
  • parrys, blocks
  • hits
  • counters
  • deaths
  • knockdowns
  • falling
  • jumping (platformer style)
  • getting up
  • equip/unequip sword

Included models:

  • dummy character
  • sword (4K textures: Diffuse, Normal, Specular)
  • shield (4K textures: Diffuse, Normal, Specular)

Included prefabs:

  • Player
  • Enemy (AI, Navigation, combat)
  • health pack

Tutorials so far:

Plans for version 1.1:

  • better shield block animations
  • directional hit reactions
  • adjustable camera distance with scrollwheel

Have fun! :slight_smile:
Kubold
www.kubold.com

2 Likes

can you add some magic like spells etc ?

With sword and shield in both hands? Not really.

I could add some working prefabs like traps though.

1 Like

cool how about to put the sword and shield in the back like in legend of zelda or pushing obstacles ?

1 Like

Sure, but you will need a full unarmed animation set for that. Like Movement Animset Pro :slight_smile:

Anyway, check out the 1.1 update (coming in a week or so):

I also managed to run it on Unity 5 beta 18, using Playmaker 1.8 beta. Lot’s of “beta” in both, so it required 30 minutes of bugfixing and restoring some data that was lost during conversion form Unity 4.6. Unfortunately, I can’t include it in the package, because it’s either Unity5 or Unity 4.6. Can’t be both at the moment, the engines are too different (for example Mecanim Graph loses transitions on conversion :/).

Unity 5 also seems to have increased bloom quite a bit.
These animations have some of the best recoil and death sequences I’ve seen (the dramatic way the soldier is knocked backwards by sword blows, and thrown to the ground), which is crucial for realism. It reminds me of “Chivalry”.

Unity 5 doesn’t have increased bloom. It’s just I didn’t care to tweak it, it’s my fault, not Unity’s :slight_smile:

this is by far the best melee kit I seen in unity but I like to see more info on how it work or maybe it just me being new to play maker anyone else finding hard to change things.

Well. there are only two options. Either the controller is simple to undrestand, but it’s… well, simple. So like just walking and 1 attack and no enemies. Or the controller is more difficult to understand, because it’s complex (and it has all the goodies like enemies with AI, navigation, parrys and counters, combos and adjustable wall-proof camera).

Now, I don’t think my controller is that difficult, if you know even just a little bit playmaker. If you watch beginners level tutorials from their page, you should be able to figure it out. I keep the FSMs nice, clean and readable, like this:






So, those are like scripts, but undrestandable for artists :smile:

I also started making some tutorials to get you started: http://www.kubold.com/?page_id=498

I am happy with my purchase, the animations are well done. However i would like to make some constructive criticism.

1: Since this is a sword and shield animset, the absence of thrusting/lunging attacks is conspicuous. It is a basic and important form of attack.

2: I think there really should be an animation where the character, Firmly blocks with his shield without losing ground or getting staggered. Since like the character uses his sword to block despite having a shield and even when he is defending he is very shaken and knocked back by the attack. I intend to use the parry/block animation, for partially successful defenses, and make my custom one for successful blocks.

3: in many animations, specially “Sword_attack_R” the character seem to not be properly aware of his shield: He attacks as if he wasn´t hoding it. The same way a boxer needs to keep his other hand up when punching, a shield user should always keep his shield in a protective position, even when not focused on defending with it.

4: I think the character´s center of mass sways a bit too much, hi bends his back forward to much, especially in “Sword_Attack_RLL”, and the character looks down a lot instead of keeping his eyes forward. This last one will be a moot problem to me personally, since I intend to use IK for the Head.

The last two do not mean that the character is badly animated, I got the impression you animated very well a character that does not fight so well. I believe everything I pointed regarding fighting form are relatively common mistakes for those who practice sword fighting ( I understand in game animation sometimes exaggerated movements help the visual communication, but I still think my points are valid).

Overall a good asset with a fair price, and I got exactly what was advertised.

Thanks, this is a solid feedback. I agree with you in all the points, although some of this things are because/for a reason.

  1. I think thrusting always look bad in games, unless it’s a synchronised finisher, that kills the enemy. So I just didn’t make thrusts. It’s nonsense, when you clearly see, that the blade pierced an enemy all the way thrugh, but the enemy still lives. And if it’s not synced animation, the blade moves inside the enemy’s body, like through a hologram.

  2. You are right there. I’m not quite happy with blocking either and I’ll try to do something with it.

3 and 4. Hiring a HEMA trained actor is too expensive, so I acted out the moves myself, like I do in all my anim packages. I trained swordfighting for an hour, and those are the results :). I could hire a pro fighter, but the price of the pack would have to be $200 to give me a return on investment. Nobody would buy it then, too expensive. So we end up having amateur swordfighting for amateur price of $65, but in a professional mocap studio. Remember, most of my clients are indies, mostly students and “after work” hobbyists, from all around the world. $65 is usually way more than they can spend. In conclusion - I can’t really do anything about it, unless a professional, experienced HEMA fighter agrees to act for free. Some guys would even do that, but when they hear, it’s for a set of animations for sale, they change their mind. Bussiness is bussiness…

Anyway, great solid feedback, thanks :slight_smile:

1 Fair enought, I don´t agree but I see your point.

3 and 4, once again, fair enought, and if that is you with 1-hour training that is quite good, congratulations.

I think you could find some HEMA practioners willing to do Mokap, in exchange for the animatioins to use in their own projects, and analise their own technique, but I can see how it wouldn´t be worthy the time.

just to make it clear, I knew exactly what I was buying and am quite satisfied with the package

Hi guys! Hello Kubold!

Im new to Unity and before i purchase this fantastic animset i have a few questions, i hope someone can answer me.
01 about Playmaker( i know this isnt the playmaker forum) I have very little knowledge about playmaker, and i read that the controllers and lots of stuff is created by Playmaker in this Asset, and that we can create prototypes with it… it is possible creating a full game only with Playmaker, without any ,real, scripting?
02 is it possible (and how hard) to add an inventory system to this Asset? with playmaker, and without it?
03 are there stats in this Asset? like: health, stamina, sword damage, shield blocking percentage?
04 is it possible (and how hard) to create a stamina-drain when attacking, and when the shield is up?
05 is it possible (and how hard) to create and add new weapon types? like two handed, spear.
06 if i buy this and there are any update to this asset how can i get it? and can i get it?
07 if there will be a new package, the ones who bought this have to buy that in full price?

Im sorry for my (maybe very obvious) questions, and thank you for your answers!

Hi,

  1. Yes. Playmaker is f…g awesome :slight_smile:
  2. It’s as easy as your skill in making games, basically. But if you are completly unexperienced, learning Playmaker is waaaay easier then learning to code.
  3. There is health and stamina (for blocking). There’s also a kill counter (how many dudes you killed do far). Different sword damages will be added in future updates. Right now 1 hit takes 1 health point, if we’re talking pure mechanics.
  4. Very easy (but you have to at least do basic playmaker tutorials, you simply can’t do anything with pure zero knowledge). You loose stamina every time you block, so just look at the raph nodes and copy-paste this mechanism to attack or shield holding nodes.
  5. This one is hard. Not for me, but if you are new to Unity/programming/playmaker, you’ll have a very hard time with this. And of course you’ll need all the animations for other types of weapons.
  6. Future updates are free, if you own the package. If there is an update, “Import” button will change to “update” button on the Asset Store.
  7. I’m not sure what you mean. I guess you wanted to ask if the updates for THIS package are free? Yes, they are. But completly new, separate packages are not. So, if I release a spear, or bow pack, you will have to buy them separately, because those are separate products. And after you buy them, all the updates for them will be for free.

Cheers,
Jakub

Hello I finally purchased this asset and playmaker but i have few errors:

01: __ __Assets/SwordShieldAnimsetPro/PlaymakerAdditional/PlayMaker Animator/Actions/AnimatorPlay.cs(9,22): error CS0101: The namespace HutongGames.PlayMaker.Actions' already contains a definition for AnimatorPlay’

02: Assets/SwordShieldAnimsetPro/PlaymakerAdditional/PlayMaker Animator/Actions/SetAnimatorTarget.cs(10,22): error CS0101: The namespace HutongGames.PlayMaker.Actions' already contains a definition for SetAnimatorTarget’

and several Fbx warnings:
ImportFBX Warnings:
File contains 1 (out of 76) nodes with Scale Compensation. Scale Compensation is not supported by Unity (because it works differently in 3dsMax and Maya). This might result in scale imported incorrectly, if this happens try disabling Scale Compensation in your file. The list of nodes that could be affected: Head.

Thanks your answer!

The two errors come from playmaker 1.7 being a little outdated. 1.8 is coming very soon. Just delete those 2 files:

Assets/SwordShieldAnimsetPro/PlaymakerAdditional/PlayMaker Animator/Actions/AnimatorPlay.cs
Assets/SwordShieldAnimsetPro/PlaymakerAdditional/PlayMaker Animator/Actions/SetAnimatorTarget.cs

and it will be fixed. I’ll delete those on my side too and update the pack.

Fbx scale warning is something you have to live with, I simply don’t know if anything can be done about it and it doesn’t affect anything.

EDIT: Hmm… I couldn’t reproduce those errors. They don’t appear in my Unity, so I’m not deleting those… From what I see in the error, it seems that you have those files duplicated somewhere. Anyway, the fix is the same - delete them.

actually I prefer controller without playmaker. If you make that, instant purchase for me

I won’t make that, I can’t code, sorry.

oh, I see.