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[InfinityPBR] Gelatinous Cube & Sphere - Music | Sound FX | Concept Art | Mesh Morphing & More

Discussion in 'Assets and Asset Store' started by infinitypbr, Aug 5, 2016.

  1. infinitypbr

    infinitypbr

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    Texture Customization | Mesh Morphing | Sound Effects | Concept Art | Re-Mixable Custom Music

    Part of PBR Monster Pack #2. Get Gelatinous Cube & Sphere Pack PBR and the following and save...
    Bomber Bug Pack PBR | Flying Eye Pack PBR | Slime Pack PBR

    Unity Asset Store - Preferred Method
    https://assetstore.unity.com/packages/top/assets/68817

    InfinityPBR.com
    https://www.InfinityPBR.com/?pack=gelatinous

    Download Mac Demo | Download Windows Demo
    Gelatinous Cube & Sphere Pack PBR is actually two "characters" in one. Inspired by classic Dungeons & Dragons, these monsters come with very customizable textures. They can be opaque or transparent, or anything in between -- clear, colors, multi-colored, metal & more. They can be emissive as well. Animations are fluid and very jiggly. Add some D&D to your RPG!​


    Texture Customization
    Take control of the models, and make them match your project. Use the included Substance Painter source files to create custom textures in minutes, exported to work with Unity using a single click. Works with HDRP and non-HDRP projects!

    Of course if you don't have any interest in creating your own textures, I often ship my packs with multiple texture options that are ready to be used out of the box. If you sign up at InfinityPBR.com there may be more downloads availalbe for free.


    Mesh Morphing
    Blend Shapes give you the power to change the physical mesh of the model, often creating characters that look very different from the default. Our editor script will expose specific Blend Shapes in the Inspector, with sliders to change the values. You can even code the changes. That means your players can customize the mesh of their character, or spawned enemies can be given random values so each is different from the next.


    Sound Effects
    We include sound effects to go with the animations. These are created by sound designers specifically for Gelatinous Cube & Sphere Pack PBR, often using practical foley recordings. We often include variations, so each time the sound is triggered, a script will randomly choose one of the variations to play. And sometimes we include multiple layers of audio, so you can mix and match and create the right effect for your game.

    The included script makes it easy to play clips & loops called via Aniamtion Events or other trigger methods. Options include multiple clips (randomly chosen), volume levels & modifications for volume by velocity, as well as the ability to play clips only some of the time. This way, for example, enemies can grunt during their idle loop, but only as often as you want them to.

    Re-Mixable Custom Music
    A composer has creates original tracks to accompany these packs. Some tracks are more like Theme Music, while others are more Ambient, or anywhere in between. Music is always included in layers. Each stem, often a single instrument, can be used in the Unity Audio Mixer so you can create your own mixes. The Demo scene will include a selection of Snapshots ready to be used, as well as scripts showing how you can modify the sound during gameplay.

    The music can now adapt to your game. Fade to another snapshot based on in-game variables such as Player Health, Time Remaining or whether the game is Paused or not. While a Composers Mix is always included if you do not want to mix your own tracks, we urge you to try it out. The power you have is insane.

    This video showcases 20 second clips from each of the included game-ready mixes. You can create your own mixes quickly and easily, and export them into .wav files with a single click!


    Concept Art
    You know what often separates the AAA studios from you? Their advertising channels are full of concept art, and yours isn't. As far as I know, there are no other Asset Store packages that include Concept Art. Using this, you can populate your website, Steam page, Facebook feed, Twitter, with compelling artwork to excite your fans before you have a game to show.

    At least 3 images are provided in both PNG & Photoshop format. The Photoshop files are layered, so you can turn on/off body parts and armor whenever possible, or modify the color or look for some layers but not others. These images are ultra high resolution.


    Animations
    Realistic animations are important. I don't know about you, but when I swing a bat real hard, my whole body moves. So if a character swings their sword, I think their whole body should move too. The world they live in may be fantasy, but we work to make sure that the perceived physics of the animations are realistic and highly detailed, including facial & wardrobe animation when possible.

    • Attack 1
    • Attack 2
    • Cast
    • Death
    • Dodge
    • Got Hit
    • Idle
    • Idle Break
    • Slide
    • Slide Backward
    • Walk
    • Walk Backward

    Two In One
    This pack actually contains two characters. Each has the same animations, although the animations themselves are unique to their shape.


    YouTube Videos

    This is the demo of our demo scene, included in the package. I go through the animations & then spend some time detailing how to customize the textures.

    About Infinity PBR
    I made a 30+ hour RPG using all Asset Store artwork. Without the Asset Store, that would have been impossible, and I am forever grateful for the artists who published their work. But I wanted more. I wanted more than just a few texture types. I wanted audio specific to the animations -- and I wanted animations that were realistic. I wanted the ability to change the look of my creatures, and dress my characters in a variety of clothing. And I wanted all of that wardrobe to be itself customizable. I wanted high quality PBR mateirials.

    Infinty PBR includes work from over a dozen artists, each specializing in their specific area.

    My goal is to provide you with packages that are more than what you've ever been exposed to before. Concept Art to help you market your work, Mesh Morphing & Texture Customization to keep things exciting in your game while also helping differentiate your game from others who use the same Asset Store packs. Animations & Sound Effects that feel real and bring characters to life. Music that can be adapted to fit the mood of your game, your scene, and your players.

    If you think what I'm doing is valuable, I urge you to subscribe to all of my work. You can sign up at InfinityPBR.com, and you can choose to get all new characters for just $30, the day they're released. You get a huge discount, often over 50%, and I get a budget to work with. If enough of you sign up, I'll not only be able to continue making more character & environment packs, but I'll be able to contract with more high quality artists to produce everything faster, add more animations, more wardrobe and all that. Thank you for your support!


     
    Last edited: Apr 5, 2020
    Bhanshee00 and TeagansDad like this.
  2. infinitypbr

    infinitypbr

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    The pack is now live!
     
  3. infinitypbr

    infinitypbr

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    This pack is going to be updated soon with Music!

    The Music is set up in layers. This means it can be mixed using the Unity Audio Mixer. It comes with a mixer pre set with a bunch of snapshots, each one a different mix with a different sound and mood.
     
  4. infinitypbr

    infinitypbr

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  5. infinitypbr

    infinitypbr

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  6. Xepherys

    Xepherys

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    I'm trying to figure out how to programmatically modify the BlendShapes on the Mesh Renderer. Is this possible? Basically, I'm trying to do the inverse of the death animation. I want the cube to start in a completely melted state, and "rise" back to normal when a player gets close enough. I imagine it's properly exposed since it's editable in the inspector, but I can't seem to figure out how to get the value and Lerp it.

    Also, with the purple glowing in your demo above - is that simply using the emissive properties of the material, or do you have a point light embedded inside the cube?

    Thanks!
     
  7. infinitypbr

    infinitypbr

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    You may be able to just play the animation backward: https://forum.unity3d.com/threads/playing-animation-backwards.15071/

    The purple glow is actually reflection from a point light floating in the air :D

    Its absolutely possible to animated blend shape values. Check out the SFB_BlendShapes.js script (and maybe it's editor twin as well). In those I modify the blend shape values. Should be basically the same stuff for C# (the online docs would help)-- but the concept should be the same, so long as you know the name of the blend shape, which yo can get in the drop down list under the Skinned Mesh Renderer component.

    I'd love to see your results if you get that working!
     
  8. Xepherys

    Xepherys

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    infinitypbr likes this.
  9. infinitypbr

    infinitypbr

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    Xepherys likes this.
  10. Xepherys

    Xepherys

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    I have a few ideas like that - need to see what makes sense. Right now the game doesn't actually have ceilings, but it may or it could drop from a faux ceiling. I'm trying to find some way to make the collider somewhat match the mesh. That could help with a few things.
     
  11. Xepherys

    Xepherys

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  12. infinitypbr

    infinitypbr

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    Mesh Morphing samples...


     
  13. infinitypbr

    infinitypbr

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  14. infinitypbr

    infinitypbr

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    Here's a video showcasing the 10 included mixes for the song "Drip, Drop, Dead", composed specifically for this pack. In the demo scene, you can use the Unity Audio Mixer to create your own custom mixes and export them to game-ready .wav files with a single click.

     
  15. liveuk

    liveuk

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    SFB_BlendShapes.js and some of your dragon scripts has some outdated stuff and some errors that come up in the new version of Unity I understand it must be hard keeping up with their updates?

    Assets/SFBayStudios/SFB Demo Scripts/SFB_BlendShapes.js(470,115): BCW0028: WARNING: Implicit downcast from 'Object' to 'int'.

    (Filename: Assets/SFBayStudios/SFB Demo Scripts/SFB_BlendShapes.js Line: 470)

    Assets/SFBayStudios/SFB Demo Scripts/SFB_CopyThisToThat.js(520,84): BCW0028: WARNING: Implicit downcast from 'UnityEditor.AssetImporter' to 'UnityEditor.SubstanceImporter'.

    (Filename: Assets/SFBayStudios/SFB Demo Scripts/SFB_CopyThisToThat.js Line: 520)

    Assets/SFBayStudios/SFB Demo Scripts/SFB_massExporter.js(108,18): BCW0028: WARNING: Implicit downcast from 'UnityEngine.Texture' to 'UnityEngine.ProceduralTexture'.

    (Filename: Assets/SFBayStudios/SFB Demo Scripts/SFB_massExporter.js Line: 108)

    Assets/SFBayStudios/SFB Demo Scripts/SFB_BlendShapes.js(264,10): BCW0023: WARNING: This method could return default value implicitly.

    (Filename: Assets/SFBayStudios/SFB Demo Scripts/SFB_BlendShapes.js Line: 264)

    Assets/SFBayStudios/SFB Demo Scripts/SFB_BlendShapes.js(277,10): BCW0023: WARNING: This method could return default value implicitly.

    (Filename: Assets/SFBayStudios/SFB Demo Scripts/SFB_BlendShapes.js Line: 277)

    Assets/SFBayStudios/SFB Demo Scripts/SFB_BlendShapes.js(697,10): BCW0023: WARNING: This method could return default value implicitly.

    (Filename: Assets/SFBayStudios/SFB Demo Scripts/SFB_BlendShapes.js Line: 697)

    Assets/SFBayStudios/SFB Demo Scripts/SFB_CopyThisToThat.js(50,10): BCW0023: WARNING: This method could return default value implicitly.

    (Filename: Assets/SFBayStudios/SFB Demo Scripts/SFB_CopyThisToThat.js Line: 50)

    Assets/SFBayStudios/SFB Demo Scripts/SFB_CopyThisToThat.js(428,10): BCW0023: WARNING: This method could return default value implicitly.

    (Filename: Assets/SFBayStudios/SFB Demo Scripts/SFB_CopyThisToThat.js Line: 428)

    Assets/SFBayStudios/SFB Demo Scripts/SFB_BlendShapes.js(148,31): BCW0012: WARNING: 'UnityEditor.EditorUtility.SetSelectedWireframeHidden(UnityEngine.Renderer, boolean)' is obsolete. Use EditorUtility.SetSelectedRenderState

    (Filename: Assets/SFBayStudios/SFB Demo Scripts/SFB_BlendShapes.js Line: 148)

    Assets/SFBayStudios/SFB Dragon/Scripts/dragon_particleAnimations.js(6,52): BCW0012: WARNING: 'UnityEngine.ParticleSystem.enableEmission' is obsolete. enableEmission property is deprecated. Use emission.enabled instead.

    (Filename: Assets/SFBayStudios/SFB Dragon/Scripts/dragon_particleAnimations.js Line: 6)

    Assets/SFBayStudios/SFB Dragon/Scripts/dragon_particleAnimations.js(7,52): BCW0012: WARNING: 'UnityEngine.ParticleSystem.enableEmission' is obsolete. enableEmission property is deprecated. Use emission.enabled instead.

    (Filename: Assets/SFBayStudios/SFB Dragon/Scripts/dragon_particleAnimations.js Line: 7)

    Assets/SFBayStudios/SFB Dragon/Scripts/dragon_particleAnimations.js(11,52): BCW0012: WARNING: 'UnityEngine.ParticleSystem.enableEmission' is obsolete. enableEmission property is deprecated. Use emission.enabled instead.

    (Filename: Assets/SFBayStudios/SFB Dragon/Scripts/dragon_particleAnimations.js Line: 11)

    Assets/SFBayStudios/SFB Dragon/Scripts/dragon_particleAnimations.js(12,52): BCW0012: WARNING: 'UnityEngine.ParticleSystem.enableEmission' is obsolete. enableEmission property is deprecated. Use emission.enabled instead.

    (Filename: Assets/SFBayStudios/SFB Dragon/Scripts/dragon_particleAnimations.js Line: 12)

    Assets/SFBayStudios/SFB Dragon/Scripts/fireBreath.js(8,68): BCW0012: WARNING: 'UnityEngine.ParticleSystem.enableEmission' is obsolete. enableEmission property is deprecated. Use emission.enabled instead.

    (Filename: Assets/SFBayStudios/SFB Dragon/Scripts/fireBreath.js Line: 8)

    Assets/SFBayStudios/SFB Dragon/Scripts/fireBreath.js(17,68): BCW0012: WARNING: 'UnityEngine.ParticleSystem.enableEmission' is obsolete. enableEmission property is deprecated. Use emission.enabled instead.

    (Filename: Assets/SFBayStudios/SFB Dragon/Scripts/fireBreath.js Line: 17)

    Assets/SFBayStudios/SFB Magic Spells & Particles/Scripts/cameraRotateAroundTarget.js(36,20): BCW0012: WARNING: 'UnityEngine.GameObject.active' is obsolete. GameObject.active is obsolete. Use GameObject.SetActive(), GameObject.activeSelf or GameObject.activeInHierarchy.

    (Filename: Assets/SFBayStudios/SFB Magic Spells & Particles/Scripts/cameraRotateAroundTarget.js Line: 36)

    Assets/SFBayStudios/SFB Magic Spells & Particles/Scripts/cameraRotateAroundTarget.js(43,19): BCW0012: WARNING: 'UnityEngine.GameObject.active' is obsolete. GameObject.active is obsolete. Use GameObject.SetActive(), GameObject.activeSelf or GameObject.activeInHierarchy.

    There are some others as well as some missing scripts referenced too but I was asked to work on this for someone that bought it from you years..... ago so it's very understandable.

    Mike J Hebblethwaite
     
  16. infinitypbr

    infinitypbr

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    Hi Mike,
    The customizable scripts are only meant to work with 2017.x and earlier. All other files - the models etc are fine in all versions.

    Make sure you update to the latest versions of the packs, if you haven't already -- you can get those from my site as well, infinityPBR.com

    The 2018.x version of the customization files are yet to be built. Substance is no longer integrated directly in Unity, which is why there are two versions of the customization files. Their "Substance in Unity" plugin had some gnarly bugs when it started, so I held off just in case things changed. Soon I'll be re-writing the customization files since I think the plugin is more stable now.

    As always, though, I suggest you create custom textures in a separate Unity project. This keeps the .sbsar files, which are heavy, out of your main project. Hopefully 2017.x will still work for that purpose for now, for you?

    Thanks!
     
  17. ogtracy

    ogtracy

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    I just got this package and found that a lot of materials are not where they should be. The cube and sphere prefabs are pink. I was able to find materials for them, but a lot of the Magic spell and particle prefabs are pink too, and I'm not having too much luck figuring out which material goes where.
     
  18. ogtracy

    ogtracy

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    I've tried importing it into Unity 2017.2 and 2017.4 with the same result.
     
  19. infinitypbr

    infinitypbr

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    Thanks for letting me know, I'll check it out. The prefabs should have all the materials attached -- those are what's used in the demo scene. The models will not, however.

    Do you have other packs of mine in the project? I've found that some of the .meta files conflict with the particles, causing the pink issue. Recently I've been duplicating the files I'm using, to avoid that, but for the Gelatinous Cube & Sphere, it was long enough ago that I don't think I did.
     
  20. ogtracy

    ogtracy

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    I haven't bought anything else from you. I also imported it into a blank package, so it can't be conflicting with anything.

    There are two prefabs for both the cube and the sphere. The one used in the demo scene is fine. The other one is pink. If it helps, I think there's a script missing from the prefabs as well. It shows the usual unity "missing script. Fix compile errors" message when I look at it in the inspector.

    Thanks for the included spells, by the way. I was just wondering what I would do for a fireball spell. Pity the fireball is all pink.
     
  21. infinitypbr

    infinitypbr

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    Hi! The missing script on the sphere -- it's the "BlendShapeManager". You can either add that (select the script that's missing and choose the right one), or use this fix, which is just the prefabs: http://www.infinitypbr.com/files/SpherePrefabUpdate.unitypackage

    For the textures, it looks like the non "DEMO" prefabs were using the .sbsar files. If you're on 2018.x you'll need the "Substance in Unity" package from Allegorithmic to work with those. Unfortunately with all the changes (and some massive bugs out of my control), I'm no longer going to update my integrations with .sbsar files. THey'll work fine in 2017 and earlier.

    The .unitypackage above also updates those two files to use the normal textures, so that should fix the issue.
     
  22. ogtracy

    ogtracy

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    But the textures were still missing when I imported the package into Unity 2017, so I doubt it's the substance plugin.

    For 2018, I suspected that it was a substance issue, so I deleted the package, downloaded the substance plugin, and tried to reimport the package. Unfortunately, the package will no longer import correctly. It won't import the prefabs or any materials - even the ones that we previously fine. I just have a bunch of empty folders.
     
  23. infinitypbr

    infinitypbr

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    Huh. That's odd. The 2018 one sounds like a Unity bug -- or maybe one of the Allegorithmic bugs, as there used to be many of them.

    I'll look more into this, and re-upload the package just to be sure.
     
  24. infinitypbr

    infinitypbr

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    The package has been updated on my site, www.infinitypbr.com -- I'm uploading it to the asset store too, but that'll take a few days to get them to approve it. I've tested it in 2018 and works well (error on the .sbsar file, but you can delete that)
     
  25. ogtracy

    ogtracy

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    Awesome. Amd the errors in the spell prefabs are fixed, not just the cube and sphere ones?
     
  26. infinitypbr

    infinitypbr

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    Spell prefabs are not -- those will be more difficult, as any fix I do directly will likely be broken next time you bring in any of my packs. I had originally thought that Unity would overwrite an older file with the same metadata that of a newer one. However it looks like it overwrites things regardless, so it's possible that any updates I make to that will simply be overwritten.

    For each particle system, you'll want to check the material in the renderer (inspector, at the bottom of the list of particle system options). Check the material -- if that isn't selected, then select one, and check the texture of the material, if the material is pink.

    "Clouds" is a great way to start -- those textures are used in many of the effects, including the fireball I believe. It's a great way to customize the look as well, simply by dragging different textures into the material, to get different effects.
     
  27. ogtracy

    ogtracy

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    There are about 30 spell prefabs with at least 3 particles per spell and 80 materials. That works out to 80P3 (492,960) possible combinations if there are repetitions (which I bet there are). I am reluctant to try out 492,960 combinations for one spell and I probably will not do it 30 times.

    Can you perhaps send a list of what materials go on which spells? I suspect it will take you less time to do that than it will take me to figure it out.
     
  28. infinitypbr

    infinitypbr

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    Try this: http://www.infinitypbr.com/files/MagicSpellsAndParticles.unitypackage
     
  29. ogtracy

    ogtracy

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    Thanks, That worked.
     
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  30. infinitypbr

    infinitypbr

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