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0

I just notice the animation package Model is set as Generic, in order to match the Unity Model its has to set as humanoid as well. Now is working perfectly fine!


0

You do not have to drag drop animation controller to your script instead you can add component to game object using inspector. Add an Animator component first. On your required key press you have two possibilities as i see: Enable/disable the component as per your need. If you want to run two different states you can use states based animations. Steady ...


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I think it will work if you combine your input listener with: animation.isAnimationFinished(stateTime); While playing animation ignore attack input and let it just continue playing. When the animation finishes you can respond again and start a new animation by reseting the stateTime. But I would also have in mind that the player can move meanwhile and ...


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After combining this tutorial with the answer from @DiegoSLTS I ended up with this code: using UnityEngine; using System.Collections; public class GameOverManager : MonoBehaviour { private Animator animator; void Awake() { animator = GetComponent<Animator> (); } void Update () { if (GameManager.instance.GetHealth () <= 0) { ...


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You want to add the different clips to the FPSController Animator so when you create your fall animation it will be with the others in that controller like walk , run ect .. You will animate the hands movements and record the movements from the FPS Controller animation window. Animation The Animator Controller


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Found the issue. I needed to un-check the "Has Exit Time" option in the state transition line's properties.


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It seems that for the brain to perceive the illusion that the ships are moving in the opposite direction to the one in which the background flows, the eyes need to anchor on the background. In my first experiment, the waves were thin lines, and didn't provide much of a unified background; the anchor was the boats. Below is an experiment that simply pans a ...


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I suggest Perlin noise A 2d Perlin noise , with an appropriate color gradient, to simulate river surface: Two 1d Perlin noise for the two river margins:


1

Well, a very basic linear interpolation pattern goes like this (pseudocode): currentVelocity = currentVelocity + (interpolationRate * (targetVelocity - currentVelocity )) Calling this on update instead of directly setting the current velocity will do what you requested, the transition speed is adjustable by adjusting the interpolationRate value (between ...


1

You can interpolate tangents just like you would everything else, there should be no problems with that, as long as your mesh (morph target) count is low - I think there was a rather low limit on how many attribute slots you can use (GLES2.0 says there must be at least 8, Chrome seems to have 16). An alternative (if you can take the pressure on the pixel ...


-1

This is a late answer but here is a sample of what you would do Vertex shader: attribute vec3 aVertexPosA; attribute vec3 aVertexPosB; attribute vec2 aVertexTex; attribute vec3 aVertexNormA; attribute vec3 aVertexNormB; uniform float morphTime; varying vec3 vVertexNorm; varying vec2 vVertexTex; void main(void){ vec4 vertexPos = vec4(mix(aVertexPosB, ...


0

Couple things you can try, first try adding sockets to your character for helping weapon holding/animation. Then find and existing character class and copy it, then rename the folders/files with your new characters parts. Find out more about the process here - UDK Custom Characters



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