So I was working on a proto where I want to implement a character swap functionality in the game.
I'm not talking about swapping the camera component from one character to another or changing the material used in a mesh, but rather changing the whole skeletal mesh so that the player can use the new character to complete the mission/Level.
(Note: The swapped character will have different animations, attacks and everything).
I Saw some Bp tutorial in youtube but they use "Set Skeletal Mesh" which can easily change the skeletal mesh using some conditions... but I want to implement this in c++.
Can anyone Help me to understand the logic...The Logic I have in mind is to use an array to store the Uskeletal component and choose the meshes available but I don't know if this is possible or optimised.. !! Valid Suggestions will be Greatly appreciated (Sry for the spelling and Grammer)
You can keep an array of skeletal meshes as UPROPERTY on your character class. Just keeping them around does not automatically visualize or use them in any way.
To do that you need to create and attach a USkeletalMeshComponent to the character. If you look at component's interface, you will see a SetSkeletalMesh(class USkeletalMesh* NewMesh) method you can use to actually set the mesh used and rendered by the component.
Related
I have inside my game 20+ character that are all the same thing with diffrent mesh, same animations, same blueprints etc…
But in every update i will add 8 more characters, and i’m forced to do every change i’m doing in 20+ characters and that takes time.
I know that i can retarget some animations with a base skeleton and then just creating the animations for all characters, but this does not solve the problem with the character logic & code and does not redusing the final game size.
I was wonder how epic games manage to do that in fortnite with so many skins…
I’m sure that there is a solution to this problem that i can’t find.
Epic games has mastered the art of reskinning.
The secret is dynamic loading/binding to a common framework.
Each Fortnight skin is unique in appearence and common in skeletal structure, allowing it to fill a generic slot in the engine.
Your builds have no generics applied to them, so every animation must be baked separately.
Animation-Imgur
The animation looks great inside of Maya, but not in Unity.
I've fixed all of the exporting errors already.
There isn't enough information within your question to provide an absolute answer. It could be down to one of many problems...
Are you using expressions?
Are you using IK chains?
Are you animating rotate or scale pivots?
Have you tried baking the animation data first?
Are you sure the exporter works?
Is the character rig known to work within the game? (or is this your own?)
Typically exporters for games will bake the Maya joint model down to simple TRS animations. Sadly there are some combinations of scale/rotate pivots that are simply impossible to convert into TRS, and still maintain correct animation interpolation. Assuming the exporter works correctly, I'm going to guess that may be the cause?
I am messing with Unity's cameras for a school project, my plan was to change the way that coordinates are projected onto the projection plane to a projection onto a sphere using sphere coordinates. But, getting to the actual math behind the cameras has been a bit of a pain.
My first method involved messing with render textures but, theoretically, that won't work because the camera has already rendered a texture which I am modifying.
Next I tried to get into the code for the base camera, maybe make a copy of the camera to modify without messing the original, but then I ran into this, the code that sets all of the camera's parameters for the editor, I saw the reference to a few .h files.
Where can I access these files? I found files with the same names but not related to Unity. They were also different from each-other, making me think that the file above isn't referring to some sort of industry standard, but it might be.
Unity is generally considered to be made up of two parts; the managed front end, and the unmanaged back end. The front end code (written in C#) can be studied on GitHub here. The unmanaged code (written in C++) is proprietary and isn't freely available.
Unity is fairly modifiable, but there are a number of rules you have to follow.
A camera workaround might be to work with the Scriptable Render Pipeline (e.g. URP). But I'm not sure this actually addresses what you're trying to achieve.
I am new to Unity and I'd like to know what's the best way to add a script to a Prefab.
I currently see two ways of doing so:
1) Use the Unity interface to add it to an existing prefab
2) Use the AddComponent following the code which instantiates the prefab
I try using the 2) everywhere as I am using git to source control my code and I think conflicts may be easier to resolve inside code (compare to inside .prefab files by instance). But I may be wrong.
Is there any unity good practice regarding this ?
That's indeed the only two ways to add a component to a GameObject.
The primary way you are expected to add components to GameObjects is the Unity interface. Being able to setup logic and data through the interface rather than code is one of the big benefits of using such a game engine. It gives you flexibility and it smooths the process for quite a number of operations.
AddComponent use leans more toward adding a component to change the behavior of an existing GameObject or to create a GameObject from scratch, both at runtime. Most people usually don't make an use of it.
Git handles .prefab merging just fine. These are basically just text files with tags and structure so that it can be interpreted by the engine and be readable for an user (think of XML files).
Iron Man Model with mysterious green arrows
Another mysterious green arrowed Iron Man
Aloha all!
I am really new to blender, and am working on a rigging for this Iron Man model for a unity project (generously created and shared here https://www.blendswap.com/blends/view/67628
by user LucaScheller). I added my bones and heat maps but as I am starting to work on my animation, the green net arrows and lines keep getting my attention. Do these signify animations that are built in to the download? If so, how do I access and view them? If not, what are they for?
Thanks!
The Hidden Valkyrie
The arrows and lines around the model represent bones in the armature. Instead of displaying bones as octahedral or sticks you can assign a mesh object as a custom shape that will be displayed in place of the bone.
The armature has a simple walk cycle animation and a pose library with a few different poses setup.
To play the walk cycle you will need to set it as the action for the rig, do that by selecting it in the action editor. You can also use the action in the NLA editor.
With the model containing over 420,000 vertices, I think you will find it too detailed to be used in a game. Also you will find more blender specific help at blender.stackexchange