Recent content by Sarah

  1. Sarah

    Swimming Pack

    Nice - glad to hear that! Yes shooting in the water will be included.
  2. Sarah

    Swimming Pack

    We've started on our next ability add-on which will be the swimming pack. The goal of this add-on so far encompasses these abilities: Surface swimming Underwater swimming Diving from any height Entering/Exiting the water transitions Drowning We've also discussed adding weapon abilities, such...
  3. Sarah

    Sample Project Tutorial

    Hi Everyone! We are going to be putting together a tutorial series using Unity's 3D Game Kit pack. We'll be walking through how to use that kit with UCC and Behavior Designer. These are the topics we have so far: - Creating a custom character - Replacing character animations - Adding an ability...
  4. Sarah

    Strafe and jump animation seems incorrect in 2.1.1

    @Fenda - Yeah that issue only happens with IK turned off, but will definitely be in the next update. Glad you figured out why it was causing Nolan to swing right! In the demo controller that condition of Aiming = true isn't needed as by default in First Person mode Aiming is always set to true...
  5. Sarah

    Strafe and jump animation seems incorrect in 2.1.1

    @Fenda - Hi Fenda, I was looking into this a bit more and I noticed that in the FallWalkStrafeRight animation his head is facing the opposite way it should. I've been testing out the left side and his head stays in the say location (testing with IK turned off). I fixed the FallWalkStrafeRight...
  6. Sarah

    Strafe and jump animation seems incorrect in 2.1.1

    @Fenda - sorry you are still running into that issue. It makes sense why you wouldn't want that movement in your game! Since you've modified the animator for your game, it has something to do with how you've disabled aim. When I disabled aim (just by unchecking it) and checked both of those...
  7. Sarah

    Strafe and jump animation seems incorrect in 2.1.1

    Hi @Fenda - By default the aim state is always active for first person mode since a weapon is always in view (except for body) which forces first person into aim movement for movement and jump/fall. The reason why you see an odd animation now for the jumping when forcing Nolan out of the aim...
  8. Sarah

    Strafe and jump animation seems incorrect in 2.1.1

    Hi Fenda - this is the aim jump animation and I haven't changed it recently. Nolan stays in the same relative position for aim movement so that his chest is rotated correctly for attacking and aiming. For the strafe his left leg always stays in front so even when jumping to the left his overall...
  9. Sarah

    How to Configure Weapon Animations?

    Glad that made sense! Let me know if you run into any issues when you do get your shotgun fire complete animation in. For the finger positions - one thing I always check is under the rig for the model, go into configure and make sure all the fingers are assigned correctly. Then I go under pose...
  10. Sarah

    How to Configure Weapon Animations?

    Hi @Deckard_89 - it's most likely related to animation layers. For the pistol animations - they are the same pose but the "Pistol Attack Idle" is just one frame where the "Pistol Aim" is two frames. The "Pistol Attack Idle" is created from the "Pistol Fire" animation and I used it instead of...
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