Character System

Discussion in 'Assets and Asset Store' started by RobinS, Jul 13, 2012.

  1. RobinS

    RobinS

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    $Banner.png

    The Character System is a universal bipedal character controller, made for Unity's Mecanim.


    Character System : https://www.assetstore.unity3d.com/#/...
    Veteran + Mecanim CS : https://www.assetstore.unity3d.com/#/content/10299
    CS Anim Pack : https://www.assetstore.unity3d.com/#/...

    Features :

    178 Animations:
    Animation sets Controllers for :
    Walking, Jogging, Sprinting, Jumping, Sneaking,
    Balancing, Falling, Wall Running, Climbing,
    Swimming, Flying, Jumping over objects,
    Sword Fighting, Rifle Shooting, Bow Shooting,
    Pistol Shooting, Evading, Punch Kick Fighting,
    Pulling, Pushing, Throwing, Dancing and more.

    Camera Controller :
    First person
    Third person
    Orbit camera
    Idle Orbit

    Key Controllers :
    Weapon switching
    Double tap evading
    Climb system
    Swim Dive system
    Fly system
    Combat combo system
    Fall Stand up physics system
    IK feet alignment
    IK aiming

    Assets :
    Environment Assets CSE
    3 Example scenes
    Source code in C#
    Ninja character in 3 LOD stages
    Weapon set
    Dummy test character
    Zipped 3.5x Character System


    Mecanim Version

    V.3 Features

    Trailer

    Video link: http://www.youtube.com/watch?v=NxTbolmnpAo&feature=plcp




    [Demo of Version 3].

    Ninja demo of the Mecanim version : http://dl.dropboxusercontent.com/u/3..._f1_Ninja.html

    Veteran demo of the Mecanim version : http://dl.dropboxusercontent.com/u/3...1_Veteran.html
    Last edited: Oct 14, 2013
  2. UnleadedGames

    UnleadedGames

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    I've been dying for something like this! Look forward to purchasing it!
  3. rosor

    rosor

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    WOW !!!!!! That s really almost amazing !!!!!! Schmidt brothers you re the Sh** !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! Need some documentation about how to set up all that stuff !! I mean how the animations need to be done. if you have recommendations about that.
    Now tiny little critics : about interpolations on climbing : i think it would need to be faster or before character reached the edge with his hands.
    About combos : need some documentations on how to implement these.
    I want you guys to do kinda like the same but with enemies and AI !!!! this ninja gotta kill many characters / enemies !!!
    I LOVE THAT STUFF !!! YOU RE GREAT !!!!
    KEEP IT UP ! I m broke but i think i gonna put me in a worse financial situation when i see that !!!
  4. RobinS

    RobinS

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    That' s always great to hear, Thanks man :)
  5. RobinS

    RobinS

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    Haha ! :D
    The animation setup is very basic you just need to replace the exsisting ones :)
    But i will do a detailed documentation in this thread when it's live.
    The speed is adjustable via script.. so you have good control about what is happening.
    Thanks a lot man!

    btw. Your model ensemble is great!
    Last edited: Jul 13, 2012
  6. dukieee

    dukieee

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    This looks really great!
    Any ETA?
  7. RobinS

    RobinS

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    Thanks!:) , uploaded it an hour ago. should be under review .
    I will post here when it's live.
  8. n321

    n321

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    Im thinking I will make a game called Ninja's Creed. Its a platforming game about a a guy in present day who relives events through DNA memories in a machine called the NINAMUS. Of cource the Ninja's are fighting a centuries old fued with the mystic Knights of the round Table.

    LOL!

    Really tho this system looks great. I think I will pick it up! I was thinking about a good Uncharted/Assasins Creed like movement system but did not want to design it all.
  9. RobinS

    RobinS

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    Haha! yeah :) I'm glad you like it!
  10. RandAlThor

    RandAlThor

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    What Kind of Support will be with this Package?
    Do you plan Updates for it like more Animation i.e. Shooting or a configure System where wie can Exchange Parts like weapons, cloth and such?
  11. RobinS

    RobinS

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    Updates and upgrades are planed, depending on what the majority of users want and if the package is doing well.
    I'm Looking forward to your opinions and suggestions after release.
  12. RandAlThor

    RandAlThor

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    The System is Looping Great, you should Post the Youtube link here :)
  13. RobinS

    RobinS

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    Thank you!, i embedded the youtube link in the first post, is it visible to you ?
  14. RandAlThor

    RandAlThor

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    No i do Not See it here, maybe because of the Safari on iPad Browser?
    But a qiuck search on Youtube let me See your nice implemented asset.
  15. RobinS

    RobinS

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    Last edited: Jul 14, 2012
  16. Mihai93

    Mihai93

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    @RobinS : i realy love this asset i whant to purcase it but i have same request :

    Have Ninja Max or C4D file for modify it?
    Is possible to make it Jump from a house to another like Assasin's Creed?
    And is Possible to have a WebPlayer or Windows Build version for have a test?
    Last edited: Jul 14, 2012
  17. RobinS

    RobinS

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    Thanks!, that's absolutely possible.
    I don't use Max nor C4D, but Modo and Blender, the package includes the source FBX file and every single animation as a separate file. Should be easy to apply IK/FK controller in your 3D package of choice.
  18. Mihai93

    Mihai93

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    @RobinS : So you think to contined this project adding more fattures etc..? because this is an real Great!!! Asset i think you go to have a lot of Purcases Because all fan of Assasin's Creed or Prince of Persia whant to made a game like that going to buy this absolute incrdible Project i whant too buy this but i whant you contined this project
  19. RobinS

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    Thanks for your kind words, it means a lot to me. I will definitely continue to upgrade and work on this project. I have some cool ideas i think you might like :)
  20. Mihai93

    Mihai93

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    And will be same way to test it?
  21. RobinS

    RobinS

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    Yes, i will put up a Demo asap.
  22. Mihai93

    Mihai93

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    Asap??

    P.S from where you from?
  23. spartan

    spartan

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    Does this works on mobile?
    How many tris has the ninja?
  24. Chimera3D

    Chimera3D

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    This is pretty sweet, the fall system reminded me of Euphoria (system behind GTA4 and Backbreaker).
  25. RobinS

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    @Mihai93,
    As soon as possible, Germany.
    @spartan,
    Haven't tested it yet, but can't think of a reason why it shouldn't work.
    It has 5254 tris.
    @Chimera3D,
    Thanks!, yeah, that stuff is so motivating to play with.
  26. emergki

    emergki

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    @RobinS

    Very Nice Job man!!!

    I'm very excited to buy it, but, I have one question, How difficulty is to replace the character to another one? (Because I have a game in mind and, I'd like to use another Character)... And, Have any chance if I send the character to you replace the Ninja?
  27. RobinS

    RobinS

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    Thanks! ;-)
    Replacing the character takes time. I would suggest you to do it yourself, that way you learn the system which makes it easy for you to tailor it to your specific gameplay needs.
    Your character needs to have animations, the names of these just have to be replaced in the animation control script. Animation components you didn't want to use needs to be excluded in the script.
    I decided to make the system that way to get the best possible performance and archive clean manageable code.
  28. Mihai93

    Mihai93

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    RobinS can you add a webplayer to dropbox for have a test to this asset?
  29. RobinS

    RobinS

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    .
    Last edited: Jul 17, 2012
  30. RandAlThor

    RandAlThor

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    Is there a way that he do not walk on the ground in the water where it is to deep?
  31. RobinS

    RobinS

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    Sure, just place a collider on ground level and set the layer to "water" :)
  32. imRobert

    imRobert

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    So are you providing the rigged skeletal structure, and animations to use in a 3D modeler, or VFX program?

    Does your script work with any 3D format and animations which Unity can import?
    Which formats did you export to, to import in Unity?
    I realize that Unity reads many 3D formats. Just trying to prevent nasty surprises.
  33. Nanity

    Nanity

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    Great work, looks awsome! Fall animations and climbing are very detailed and come very close to the actual movement speed.

    No critism, but you made myself very, very proud. I just discovered Unity3D this winter, started my first project ever and came with unexperienced (but talented hopefully) coding at least at the same level on your 1st person and 3rd person view ^_^
    The camera goes right through all walls and as soon as they touch the surface the whole plane disappers. I solved this by checking with raycasts and adjusting the distance. Another solution may be a collider/rigidbody combination and pull the camera with forces to the correct position (didn't try). Don't know if there's a way to make walls particular invisible with shaders, but this goes beyond my horizon.

    I neither use (lookable) textures, animations or triggers yet, I focus on the very basics and backend structure, so I got no "meat" at all. Maybe I'll end up with an equal character system one day ;)
  34. mrbdrm

    mrbdrm

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    this is really good .
    i have some points if you like to improve on them :
    1- there is alot of character skeeting on thre ground especially if you try to walk and jump or attack and walk ( the mixing of the animations ) .
    2- when you sprint and jump the player goes into regdoll mode alot , even on flat ground .
    3- when you walk and keep on the space button pressed the player never touch the ground .
    4- if you are walking with W and pressed D to strafe , the speed of the player goes very slow (especially annoying in first person camera)
    5- if you walk and jump and change directions in air the character legs act occurred after the player land on the ground for 1-2 sec .

    im only saying this because i like this asset and i wish the best for you to be successful:)
  35. RobinS

    RobinS

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    @imRobert,
    Yes the model is rigged, skinned and animated then exported to Unity via FBX. Seems to be rock-solid for me so far.

    @Nanity,
    Thank you very much! Sounds promising, i wish you good luck on your project ;-)

    @mrbdrm,
    Thank you!
    1 - there is a field in the motor script i excluded which prevent the character from sliding, i took it out because i like the look when the ninja slide a short distance after running fast etc. So it's up to the user and a matter of taste :)
    2 - the fall system is adjusted a bit too sensitive for demonstration purposes, for the user is easy accessable via inspector or directly in the script, so set the float how you like, when you like ;-)
    3 - ok the jump should have a kind of cool down "noted". He actually hit the ground but the animation state let you believe he doesn't ;-)
    4 - yes this is working as intended, and "a matter of taste" imo. You can change it like you wish.
    5 - yup, it's caused by the procedural animations and still on my todo list.

    Thanks for your feedback!
    Last edited: Jul 15, 2012
  36. goat

    goat

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    When the guy is swimming in water in the video?

    This is with Unity Pro?
  37. fano_linux

    fano_linux

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    this is great, i have one question could you sell just the animations with the skeleton? like 3ds max biped?
    Thanks
  38. RobinS

    RobinS

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    @goat,
    yup, Unity pro, used some image effects, shadows and water for u3 pro.
    @fano_linux,
    Thanks!, i just sell it as a whole package. Even if you do not need the scripts, the character with 89 animations is very reasonable for $90 ;-)
    Skeleton and animations are included in FBX file format.
  39. Mikie

    Mikie

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    Great work. Looks almost as good as Unity4(CAF).
  40. RobinS

    RobinS

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    Wow, thanks for your kind words! ;-)
  41. imtrobin

    imtrobin

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    It's almost perfect, can u add in locomotion so it doesn't footskate.
  42. RobinS

    RobinS

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    Thank you ;-) , locomotion was on the top of my list from the start. I just want to wait for U4 Mecanim, then combine everything in the CharSys if possible.
  43. RandAlThor

    RandAlThor

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    What i miss are some animations like push a button, pull a lever or get something from the ground.
    Will it be "easy" to add these animations to the system with the documentation?
    I only mean the function, i know how to animate them but not how to aktivate these animations in the right situations or with keys/buttons.

    Can this asset be used together with this asset from the store or will you add an own solution to support ios in the not so far future?
    http://www.youtube.com/watch?v=vzxxnsWsLoI&feature=channel&list=UL
  44. RobinS

    RobinS

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    Adding animations to the system is pretty easy due adding a new state. You will find good examples in the source.
    It's hard to tell, since i don't own a copy of it. But basically i would suggest you to add gameplay mechanics by your self to avoid confusion.
  45. Mihai93

    Mihai93

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    @RobinS I send you Pm please read is realy Urgent
  46. Mihai93

    Mihai93

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    Please reply if you whant more informations
  47. MaDDoX

    MaDDoX

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    Oh my, that was too much effort just to take a dive ;) J/k excellent animation, great blending system. BTW, I wouldn't recommend adding the locomotion system, after trying it with a couple characters I can safely say that it's too flimsy and unstable. Mecanim seems the way to go indeed.

    PS.: Some of those falls really hurt to watch.. ^_^
  48. RobinS

    RobinS

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    Haha ;-) glad you like it.
    I think you're right, the Mecanim seems to be the future of animation and i will surely port the system over.
    And it will be interesting to see if UT integrates some kind of locomotion over to Mecanim too.
    Interesting times for animation freaks ^^
  49. Mihai93

    Mihai93

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    Please can you reply PM?? :)
  50. RobinS

    RobinS

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    :)
    Last edited: Jul 17, 2012