1

(1 replies, posted in Showcase)

I'm pleased to announce that today we have released our fighting game build using UFE!
[media]https://www.youtube.com/watch?v=eAp6byhIq_0[/media]

Get the game for android from google play:
https://play.google.com/store/apps/deta … &hl=en

The whole team would like to thank the UFE community for support and advises!
We would also like to thank UFE developers for creating a fantastic framework for creating fighting games!

Try it out and tell us what you think!

Well I started using generic and everything works so far..

Would it be possible to add "Mecanim generic" support to UFE? "Mecanim human" converts the animation into a format that is a "black box" and makes it impossible to debug animation efficiently.

See the first paragraph here:
http://blogs.unity3d.com/2014/05/26/mecanim-humanoids/

I and my friends who work with Unity on different games prefer to use "Generic" instead of "Human" because it giver far less problems in the production. For retargeting we don't use "Human" because it lacks features and control, we use our 3D software of choise for that.

Please consider adding "Mechanim Generic" support.

With respect vvaris smile

Instead of going to "down" state oppent is in "straight jump" state. I assume that this is preventing the standing up animation from playing. "Override hit animations", "Reset aplied forces" and "stun" are checked in opponent override. I'm pretty sure I followed the throw tutorial to the letter. Any ideas?

EDIT: Upwards force seems to break it, or ground collider loosing contact with the ground. If I set no "self aplied forces" on Y axis it doesn't break.

Is it possible to ignore collision (Body Colliders) during throw animation?
EDIT: Ofcourse it it is, using "invincible frames"! big_smile

EDIT: But can the big collision box at the feet of a character be ignored? I'm trying to achieve this: https://youtu.be/P8K5FI6tEOo?t=27 But the character collision box is in the way?

6

(10 replies, posted in UFE 1 (Deprecated))

In "throw confirm" under Opponent override > move to position, is X greater than 0?

Not tag, it needs to be in ground layer! Collision plane position must be 0 on Y axis. No thickness. Be careful about the position especially if the collision plane has parents.

8

(3 replies, posted in Showcase)

Just finished the lowpoly of our main character:
https://dl.dropboxusercontent.com/u/2988574/maincharacter.png

And a random gif about normal maps influence on character lightning:
https://dl.dropboxusercontent.com/u/2988574/Character%20gif.gif

Yes, we have multible clothes options per character.

9

(11 replies, posted in UFE 1 (Deprecated))

I tried cloth and freemoving bones using physical joints. I came to conclusion they both were nerly impossible to get working correctly.
Now all my cloth movement is animated by hand.

10

(145 replies, posted in Showcase)

Are you using "root motion" in any of your animations? I'm asking because I'm having trouble getting them to work on our project.

Here is a video showing my settings. As you can see the character moves forward in the Unity preview but not in UFE. https://www.youtube.com/watch?v=LfPQwjIDpaE

Here is link to my FBX file: https://dl.dropboxusercontent.com/u/298 … ructor.fbx

12

(23 replies, posted in Animation)

I would like to see a video of it working. Preferably with the hitboxes (Gizmos) drawn. I honestly believe nobody haven't been able to use it, it just doesn't work like it is supposed to. People get confused and think its working but I'm telling you its not. I have been doing 3D 10 years and tryied to make it work in our game for 5 months now. I think I know little about something and I believe its broken, until I see video of it working.

Just to be clear. Should I be able to move the big yellow sphere (character collider or something) using root motion?

EDIT: I assume this because Mistermind has said;
"Move Editor -> Animation -> Animation, toggle Apply Root Motion. This will force the character's real position to move to its motion position during a move. On UFE 1.5 you can also select the Root Motion Node." in this thread: http://www.ufe3d.com/forum/viewtopic.php?pid=2090#p2090

I try your settings and double check everything. I have toyed with those settings and probably tried that combination already.

Eliminating foot slipping from more complex moves just using forces is impossible and achieving satisfactory result is time consuming. But I understand why those limitations are in place in the engine.

I'm going to try animating the forward movement by animating the entire rig/armature object next and see if it makes a difference. currently I have animated the "root bone" only and the rig / armture object stays stationary.

15

(23 replies, posted in Animation)

drraed wrote:

ok finally sorted.
for you who have same problem. Those are my settings:

The FBX file import settings:

https://dl.dropboxusercontent.com/u/7246105/1.png

https://dl.dropboxusercontent.com/u/7246105/2.png

The Move file settings

https://dl.dropboxusercontent.com/u/7246105/3.png

https://dl.dropboxusercontent.com/u/7246105/4.png


I am not sure about everything why but this is the combination that worked for me anyway.
FINALLY lol


It "works" because you disabled the root motion! big_smile
As far as I see nobody hasn't been able to use the "root motion" feature yet. Its broken or people don't know how to use it.

Slight progress with different settings. Now it works as it should or almost as it should: https://www.youtube.com/watch?v=C0tESUX7tp4

Am i doing this right? Near the end of the video you see the character "root" or the yellow big sphere to stay behind of the character, this makes camera jump when the movement forward is "aplied"?

So my problem is that I'm trying to move the character forward during an attack using "root motion", but the character dont move anywhere. Can somebody spot what I'm missing here?

Heres a link to a video where I show my settings, the problem etc: https://www.youtube.com/watch?v=CWISOsEAj-w

I would like to know what settings should I use in the import and in the move file?

Can we have detailed intruction how to setup the root motion so it works? There is no example in the default characters and no tutorial on it. I would need this feature to work baddly. I have updated to 1.6 and hoped it would just start working but it just doesn't work for me.

EDIT: Using mechanim human.

19

(3 replies, posted in Showcase)

Heres what we have been building using UFE:
www.frak.fi/blog/2015/introducing-provocator

Thanks! Yes I ended up in the same conclusion.. I'll take a look at your script.

This is probably not supported but I would like to be able to paste hitboxes script from one character to other character. My characters are using identical rigs. When I start the game the hitboxes spawn at origo (not on top of each other, they are still at the "right" places) and dont move with the character.

Example: 1 button does left right jabs. Got it working no problem, but hurt boxes don't appear in the game when I have "Gizmos" enabled. I'm using Unity 5 so thats the reason I suppose.

Ok, it is that easy but when I turn the gizmos on in game it doesn't display the hurtboxes.

I thought this would be as easy as adding "new hit" under the "active frames". I have setup the hurt boxes but only the last "hit" seems to trigger?

Tried the double rootbone setup but no use, mechanim human just doesn't work like that I gues: http://forum.unity3d.com/threads/2-root … ic.312449/