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May 18, 2013, 10:48:15 AM
CS:Warriors and CommonersSuggestionsComments on Protopack 1.3
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Bren
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« on: January 21, 2011, 07:03:56 PM »

Many of the references in the sample scenes, esp. character animations, are not coming in -- they say Missing.

The up_* animations are great, but I would prefer that the other animations be full body.  I.e. run, walk, etc, should be full body animations, like dance. 

Why? At the moment, there is no way to have a full body run.  I much preferred the 1.2 model animations.  That way, I could have an unarmed character run around, and pick up/drop weapons.  Then the up_* animations override the run/walk on a higher layer.  This works much better.  See this video for an example of what I mean.  With 1.3 there is no way to do this.  The assumption seems to be that characters will always be armed (which is not always the case) or they will use up_idle (which doesn't show the arm action of run, walk, etc). 

Nonetheless, great stuff!  Keep it up!
« Last Edit: January 29, 2011, 01:37:36 PM by Bren » Logged
Canon
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« Reply #1 on: January 22, 2011, 03:54:55 AM »

Bren,

>>Many of the references in the sample scenes, esp. character animations, are not coming in -- they say Missing.

You're the first one who seems to have this problem so far.
It looks like an importation problem. Can you import it in a clean project?



>>The up_* animations are great, but I would prefer that the other animations be full body.  I.e. run, walk, etc, should be full body animations, like dance.

I understand your point of view Bren.

How to manage animations in the ProtoPack is a question I asked myself many times.
Making a set of full body animations (idle + turn + back + walk + run + jump) for every single state was an option because it's the only way to have perfect and accurate animations.

But the point of the ProtoPack 3D is prototyping, and I think flexibility is more important than the lack of arm animation (even if I know some developers wish to use the ProtoPack elements as final assets).

If you really need full body animations just send me an email and I will provide you the character skeleton source files.

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Davidtcd
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« Reply #2 on: January 22, 2011, 02:01:23 PM »

Do we get 3.0 if we have 1.2?
« Last Edit: January 22, 2011, 02:02:56 PM by Davidtcd » Logged
Canon
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« Reply #3 on: January 22, 2011, 02:10:01 PM »

Login to your frogames.net account and go to the downloadable products page Wink
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Canon
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« Reply #4 on: January 23, 2011, 08:41:07 AM »

@Bren,

Ok I just found the missing animations bug in the ProtoPack, but I can't fixe it.
If you want more information I created a topic here: http://forum.unity3d.com/threads/75079-Missing-animations-in-a-UnityPackage?p=480668#post480668
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Bren
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« Reply #5 on: January 29, 2011, 01:36:54 PM »

How to manage animations in the ProtoPack is a question I asked myself many times.
Making a set of full body animations (idle + turn + back + walk + run + jump) for every single state was an option because it's the only way to have perfect and accurate animations.

But the point of the ProtoPack 3D is prototyping, and I think flexibility is more important than the lack of arm animation (even if I know some developers wish to use the ProtoPack elements as final assets).

Hi Canon,

Flexibility is exactly the point I was trying to make. 

Right now, Protopack 1.3 doesn't support walking/running animations for unarmed characters.

Like I said, the more flexible method would be have most animation be full body, and weapon anims be up only.  Then, you can blend in up animations when appropriate, if needed, as in my video. 

That's how 1.2 worked, and it was better.

The missing anims problem was no big deal.  I just re-assigned, it only took a minute.
« Last Edit: January 29, 2011, 01:38:59 PM by Bren » Logged
Davidtcd
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« Reply #6 on: February 05, 2011, 03:41:49 PM »

gg on Follow the White Light Smiley
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