This topic contains 3 replies, has 3 voices, and was last updated by Omzy 3 weeks, 1 day ago.
Hi all, just thought I'd share my character pipeline. It uses Character Creator 3, a new product from Reallusion. They have finally made it fairly simple to create high quality characters and get them into Unity quickly with LODs. Most of this guide is applicable to other character systems with a few modifications. It also contains my version of setting up Mars characters which is modified a bit from the default Documentation file.
NameAboveHeadPos settings: Pos -0.4, 0, 0, Rot 90, -90, 0, Scale 1.1, 1.2, 1.1.
Q. How do I get my complex weapon animations to work on my third person avatar?
A. To create a TP prefab for a weapon (see Mars' tutorials), you parent the static weapon to the hand bone. Any weapon rigging you've done doesn't transfer. Unless–you put a rigged version of the weapon in the player's hand and use the same animator on it. You have to extract the weapon from the animated blend file. To do this, you delete all other meshes and bones except for the weapon bones, then Transform the armature and mesh to the origin (bones should still match relative positions on the weapon). On the TP animation import settings for any animations using the extra bones (reloads), you add a Transform Mask for the extra bones (do not mask the weapon bone itself, that is just parented to the hand). Set the animator controller for the weapon the same as the character (Kit_PlayerAnimator). Position the weapon in player's hand in the scene and run test animations with a test Animator to position and scale the weapon properly. Now your complex weapon animation should be working as intended.
Regarding complex third person weapon animations, this method will only work if your first and third person animations are on the same rig! Which is true for Omzy!
Thank you Omzy for letting us know!
So what does this look character creator look like in the unity engine and in game. Do you have videos were your using it in your project?
Hey MortalMan, it looks good, almost triple A. I don't have any media readily available at this point and I've taken a hiatus from my project as I'm studying for a huge test. You can easily see how the character creator works by using their free trial. Models in-game look nearly as good as in the character editor. Animations use Mecanim, so no surprises there.