This package contains a set of over 170 motion captured animations for characters armed with a sword. It also contains a TPP sword fighting game template with “drag and drop” Player and Enemies controllers, made in PlayMaker visual scripting plugin in Unity.
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 HIK skeleton, used in all Kubold’s animation packages. They use Mecanim Humanoid Rig, but can be converted to Generic or Legacy rig. All animations, except platformer jumping, use Root Motion.
If you hide the weapon, you would need to have an unarmed animation set to continue to move with no weapon (like Movement Animset Pro). Sword Animset Pro has only animations with the weapon drawn. It doesn’t have unarmed movement animations, so the character would still have to continue with the weapon drawn, which is nonsense. I would have to sell both sets together.
well I bought both sword and shield and movement so I like to see a small demo for the ones that bought both I been trying to do it but it not working for me
I can show you how it is supposed to be looking like (time 1:13):
I’m just selling animation sets with demo controllers, I’m physically not able to make your games for you guys, I’m sorry. All my time is practically taken by making animations and new packages. Please, buy the sets only if you feel you could use them. This is what I basically written in the beginning of the FAQ.
Totally agree Kubold. I think setting up character controllers is something the developer should be able to do themselves. Your selling animation packages - not character controllers. Not to reduce the work of any developer who can create a quality character controller, but the hard part is getting the animations setup looking good and working with Unity - not creating the controllers.
Your animation packs are really good. I haven’t purchased any (because that’s against my animator religion) but the quality you deliver is top notch. Please keep it up.
The quality you deliver makes animators like me push beyond what I think is “good enough”.
Thx for this asset i love it. I have one question for the controller, i See you use character controller, motor, i this better as rigidbody? At Time i build my own and iam Not sure what i will use.
Not better, just different. You should use whatever you feel will cause you less problems in your game. For example rigid body (or any PhysX object) can freak out on old (8 years +) laptops with built-in crappy graphics cards.
Ah ok at time i work with rigidbody controller for swim / gravity i think i will show what a better for the game is
one more question,i have see we have a animation in the asset for eqiup and uneqiup the weapon,will you use for it ik target or a trigger to activate the sword? I think von sword on body is static ( on spine1) and the real is in th right hand and deactiv,so when my hand with a collider play the animation to the static sword (trigger) the static sword will deactive and the real in the right hand will active the problem is that will not look so goot how you have fix this problem on your game?
Hi kublod
this asset looks nice and real.
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I wonder what’s the difference between this pack and the Sword and Shield Animset Pro.
a shield? or the quality of this pack is higher than Sword and Shield Animset Pro?
do i need to buy both packs? if the difference is small, i suggest you add something about shield in this asset pack.
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I saw you said you are intend to make 2hand sword fighting animations in future in the Sword and Shield Animset Pro thread. i wonder when the release date will coming? i heard you an animator of witcher3, cool. look forward to your 2hands sword fighting animations pack.
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will you add some ‘finish/death move’ in future?
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what pathfinding the enemy is used? the navmesh things in unity, or your own one?
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just saw your abandent sidescroll project ‘dark fantasy’ at your youtube channel.
I like it, and suggest you make some tutorials about how to make it. or simply release it as another asset pack in asset store. i think that’s better than just abandent it.
Different animations. In one set you have a guy with just 1 sword and right hand forward position. In SnS you have a guy with a sword and shield and left hand (shield) forward position. You can just watch the videos to see what I mean. So the difference is 100%, there are no doubled animations. You don’t have to buy anything, you can buy just one or you can buy both. It’s totally up to you and what you want, I’m just givig you options and more choice. You should look at the animation previews and decide what you want. You can think of it as different fighting styles.
Yes, I will make 2 handed weapons set eventually. I don’t have a release date yet.
It’s very probable
It uses Unity’s built in Navigation.
This abandoned game is so old, that I would have to re-do it from scratch. Also I was quite a beginner at making gameplay, so it doesn’t have clean code, it’s just a mess. For thesame reason it is not fit to be sold to other people. I abandoned it, because I realized there is no sense in making mobile games like that.
just buy this asset in asset-store. looks nice but have some questions
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after import playermaker, then import it into my project , then use the input and tag files replace the original, then run it in play window, the mouse look worked, but the wsad is not. no matter i press w/s/a/d, the character allways move forward, i don’t know what’s wrong. i checked input setting, it’s right. i know it must be my fault, not this asset. but i want to know how to do it correctly.
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In PlayMaker 1.8 one of the most important Actions - Smooth Look AtDirection - changed from being infinite to finite (so in new version, when the object finishes rotating, the action turns itself off, instead of continuing infinitely). This breaks all my controllers, since they rely heavily on Smooth Look At action.
Quick fix for now is to replace …\Playmaker\Actions*SmoothLookAtDirection.cs* Action from v1.8 with the SmoothLookAtDirection.cs Action from v1.7.x
I will include the old SmoothLookAtDirection.cs as a separate action in next updates, but it will take some time, since I have to click through all SmoothLookAtDirections in all my controllers.
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it’s not a 1.8 issue, I use 1.784.
today I fixed it. by replace the smoothlookatdirection.cs from 1.73.
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xmas coming. will you lauch a discount for all your asset store goods?
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will you add a sidecroll controller in future?
Why is in this animations no Root Transform function in it? When not use a charcontroller but a capsule collider with rigidbody the char go with this animations in the air when you go on stairs down.That Problem have this pack not the movement pack or sword shield pack,why?
You would have to tell me how you did it, so I can reproduce it. Those are normal animations, there is nothing different happening there, then in other packs.
If the character is not falling down, there may be various different reasons. For example, the gravity is turned off, or the rigid body is set to Kinematic, or The translation constraints are toggled, or something like that.
Oh, and one more thing. Unity 5.4 beta has a bug, root motion doesn’t work. Use Unity 5.3.1.