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[RELEASED] Horse Animset Pro 3

Discussion in 'Assets and Asset Store' started by Malbers, Dec 22, 2015.

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Horse Animset Pro 3 Priority Features (* Complexity)

Poll closed Feb 15, 2017.
  1. Combat While Riding (Melee) ***

    13 vote(s)
    50.0%
  2. Combat While Riding (Ranged) ****

    14 vote(s)
    53.8%
  3. Pegasus **

    6 vote(s)
    23.1%
  4. Cart/Carriage/Wagon Pull **

    11 vote(s)
    42.3%
  5. Horse Sounds *

    12 vote(s)
    46.2%
  6. More & Stable Integrations (Realistic FPS Prefab, UFPS, Otti's, Opsiive TCP... etc) **

    16 vote(s)
    61.5%
Multiple votes are allowed.
  1. Malbers

    Malbers

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    Here they Are!




    About the motion spell pack I haven't made any integration for it yet.. I mean you can mount the horse ,but throw spells while riding .. I need to figure out how to do it ;)
     
    BackwoodsGaming and hopeful like this.
  2. Malbers

    Malbers

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    Hi @Aceego, I will add ORK to the integration queue :)
    Thanks for the points :D
     
    Last edited: Jul 15, 2017
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  3. Malbers

    Malbers

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    Sorry for the late response, I updated the Shooter Integration link with contains the melee too, but I forgot to update the Melee as well here it is: (Also Updated on the Integration Drive Folder):
     

    Attached Files:

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  4. Kemp-Sparky

    Kemp-Sparky

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    Just upgraded, it looks awesome! Looking forward to the new animals. ;-)
     
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  5. Malbers

    Malbers

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    I just added the Mine Craft Horse because Why not ;)
    I had it ready long time ago I just forgot... IDK if someone is going to use it but yeah its there! :p
    upload_2017-7-15_17-43-30.png
    Mine.png
    PolyArt.png

    Also this are the tiny bugs people has found already fixed:

    - Fixed annoying Unity Bug "broken text pptr in file local file identifier (##) doesn't exist!"
    - Fixed Compatibility with Unity 2017.1
    - Fixed Bug when Riding a horse and pass near another horse you can't dismount.
    - Fixed some Missing Prefab
    - Fixed On Animal Script when GotoSleep = 0 you can't mount or dismount
    -Added MineCraft Horse
    -Fixed when falling to the water while riding a horse the rider gets recognized as Ground
    - Added Mobile Horse Prefabs
    - Added More Poly Art Textures
     
    Last edited: Jul 16, 2017
  6. Teila

    Teila

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    Hi there!
    I put your asset into my project which is using 5.6.2.p2 along with the most recent standard assets for this version of Unity. I am getting some errors already, without even having the horse/controller in my scene. I will have to remove the asset to be able to continue working on my project.

    Here are the errors:
    Assets/Malbers Animations/Common/Scripts/Utility/Compatible SA/FirstPersonCharacter/Scripts/RigidbodyFPSController.cs(16,16): error CS0246: The type or namespace name `MouseLook' could not be found. Are you missing `UnityStandardAssets.Characters.FirstPerson' using directive?

    Assets/Malbers Animations/Common/Scripts/Utility/Compatible SA/ThirdPersonCharacter/Scripts/ThirdPersonInput.cs(9,17): error CS0246: The type or namespace name `ThirdPersonCharacter' could not be found. Are you missing `UnityStandardAssets.Characters.ThirdPerson' using directive?

    Could you please let us know an easy fix so we can put the horse in our project? Thanks. :)
     
  7. Malbers

    Malbers

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    Hi there Teila, yes you can remove my SA folder inside the utilities.

    In there I include the third person and first person controller from the standard assets. You can remove those two folders (don't remove the camera scripts unless you're using your own camera system )

    You will get a second error. From. The rider fpc script.. In there just remove the namespace MALBERSANIMATIONS.SA


    And you should be good to go


    If you have any other issues please let me know
     
    Last edited: Jul 16, 2017
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  8. Teila

    Teila

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    Thanks! :)
     
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  9. Malbers

    Malbers

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    Thanks to all of you guys:
    Today HAP3 is the most Popular asset on the Store YAY!!!
    Thank you so much!!

    upload_2017-7-17_9-48-33.png
     
  10. julianr

    julianr

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    Thank you for all the work you've done on this asset, it's truly a masterpiece that will add value to anyone's game.
     
  11. Malbers

    Malbers

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    Great news guys:
    Ufps Integration is almost complete!
    upload_2017-7-17_14-2-37.png

    As promised more integration are coming next!
     
    llJIMBOBll, Lohrion, John-G and 2 others like this.
  12. TonanBora

    TonanBora

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    Yah, the wagon update!
    Can't wait to play with it:


    o_O
    Sorry Malber.... I seem to have broken everything. :-(
     
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  13. Malbers

    Malbers

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    hmmm haha I never tried to ran over another wagon.. I will check it out and let you know ;)... but for now... drive safe :D

    and thanks!!

    thanks to those findings I can keep improving and fixing HAP :D
     
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  14. Teila

    Teila

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    Thank goodness he does not drive that badly in real life!

    I think the real problem with issues like that is when you are allowing players to drive a wagon pulled by horses. They will do things like that in in a multiplayer game and the problem might be how difficult it might be to recover from them. lol

    I can see it now, a bunch of Tonanbora's turning the meadow into a wagon derby racetrack. :p
     
    Malbers likes this.
  15. Malbers

    Malbers

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    hahahaah if you play with "fire" (unity physics) you get burn ... those wheel colliders and physic joints are a real pain I spent weeks to find a sweet spot for them (then my friend @TonanBora goes down hill and gravity goes crazy :confused: what?!?!)
    :D:D:D

    lets find that bug :cool:!
     
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  16. Teila

    Teila

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    Yeah, you should have seen him when he was a wee one. lol
     
  17. RandAlThor

    RandAlThor

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    @Malbers please try to swim with the weagon. Just want you to see it and maybe you can improve something here too.
    I do not think it is an error but tried to cross the see with the weagon and laughed.
     
    Malbers likes this.
  18. Malbers

    Malbers

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    Hahaha, Guys.... there's just some things I didn't test because . well I don't think the wagon was meant to be used on water :D:D:D

    now I'm curious to see what happens when I go for a swim... meanwhile, please.. avoid wet areas :p
     
    Last edited: Jul 18, 2017
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  19. Malbers

    Malbers

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    The fastest way to fix the problem is to increase the multiplier on the Hip and Chest Pivot multiplier on the horses.. that way the horse won't go to the Fall state... the fall state is the ones that triggers the weirds gravity behaviours
    Set it something like 3 and you can go downhill with no problem...
    upload_2017-7-18_11-49-5.png

    The other problem of running over another wagon is because this one is on the same layer as the ground layer mask from the animal script..(which will send it again to the Fall state)
    Setting the wagons in a different layer from the ground mask on the animal script, it should slightly fix the problem, because the main problems are the wheel colliders , if you touch it on the sides they get really scared and jump like a scary cat (is a Unity thingy)... that is why I made a box collider that gives them a little protection, but when you run over into another wagon ... well at least one of the 8 wheels is going to get really scared :eek::eek::p

    Hope this help.

    Cheers!
     
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  20. hopeful

    hopeful

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    BTW, there may be a use case at some point for something like a flying horse pulling a chariot, or something.

    It's more likely horses and wagons will cross streams or be driven into lakes, but I thought I'd mention the possibility of an intentionally flying horse. ;)
     
    Malbers likes this.
  21. Malbers

    Malbers

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    haha yes! I mean... you can cross lakes and rivers.. the horse wont go to the swim state until the water level is above his neck.

    haha the flying horse will be there! but after the two big dragons
     
    Last edited: Jul 19, 2017
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  22. neoshaman

    neoshaman

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    The old adage is still true: "never cross the stream"
     
  23. uni7y

    uni7y

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    Malbers likes this.
  24. Malbers

    Malbers

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    Is already on the queue


    Now is on the queue:
    UFPS
    Ultimate Survival
    RFPS prefab
    ....
    Third Person Cover Controller
     
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  25. uni7y

    uni7y

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    great! thanks :)
     
  26. ptblk

    ptblk

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    do we have to rebuy this now?
     
  27. Kemp-Sparky

    Kemp-Sparky

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    The upgrade price is $15, more than fair from where I'm sitting. ;-)
     
  28. uni7y

    uni7y

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    Agree, the price is still a steal :)
     
    Malbers likes this.
  29. Malbers

    Malbers

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    Hi there @ptblk

    First thanks for your support by purchasing HAP2
    I posted several month ago in the forums and on the Horse Animset Pro 2 description, that I will be doing to this asset a Paid Upgrade; since I included a lot of new animation and features for V3.
    For all those who have HAP2 the upgrade will only cost 15$ .
    the new official price of HAP3 is 60 for new users.
    On my youtube channel I had posted videos of the new features:



    Also new and more stable integration with the TCPs out there, and more coming on the way. So yes.. I will keep supporting this Asset.
    I apologize in advance for the troubles this can cause.. but since I'm adding more and more stuffs I saw that HAP was undervalued. so I decided to give it a bit more respect for all my work to this asset :)
    Kind Regards
    Malbers
     
  30. Weblox

    Weblox

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    Hi @Malbers

    Really love the HAP3 update. The description says we can mount all Malbers creations, so does that mean we can mount (and fly) the Little Dragons Assets too by now? That be so awesome! :D
     
    Malbers likes this.
  31. Malbers

    Malbers

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    O
    I need to emigrate first the little dragons to the animal script.. But yeah! It will be posible, just give me some time to finish the cougar and the ufps integration so jump into the little dragons conversion. :D
     
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  32. Weblox

    Weblox

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    @Malbers

    Thanks for the quick reply. That's great news. I just upgraded to HAP3 and I cant wait to mount those Dragons. Since I want to make that a core feature to my Project I am really looking forward to this, but of course take the time you need to provide us with awesome integration! ;)

    Also I love the new Cougar Screens and I hope you will make a bundle of all your animals soon. :D
     
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  33. Malbers

    Malbers

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    the dragon integration is on the way ;) but first UFPS HAP integration, cougar, (by the end of this month)
    then big dragon(which will be the subject to emigrate all the dragons)

    and yes after the 10th animal is done the bundle will come too ;)
     
  34. Malbers

    Malbers

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    Good News Guys!
    UFPS integration is ready!!
    http://bit.ly/HAPIntegrations

    Tonight I will prepare the Tutorial!
    But for all who need it now .. you can check it out the sample scenes inside the integration folder and play around with it

    Cheers!
     
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  35. recon0303

    recon0303

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    I spent more eating dinner, so yes more than fair... and it keeps these guys making updates and more assets... rather than go under like we keep seeing from other assets.... So yes, support this person, and keep him going well worth it..I dont need/want wagons...but it keeps him going, and 15 bucks is not much..
     
  36. keifyb

    keifyb

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    any chance this is ufps multiplayer?;)
     
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  37. Malbers

    Malbers

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    I haven't made anything multiplayer related :( , so this is not on plans yet, but you can keep expanding the integration ;)
     
  38. Malbers

    Malbers

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    UFPS integration tutorial :D
    Thanks so much to @Campi to help me with it ;D
     
    Last edited: Aug 2, 2017
  39. SirTwistedStorm

    SirTwistedStorm

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    Hello following your video for integration with TPC

    I get over 1000 errors and counting I'm not sure what to do.

    Assertion failed: In order to call GetTransformInfoExpectUpToDate, RendererUpdateManager.UpdateAll must be called first.
     
  40. Malbers

    Malbers

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    Hi there !

    those errors I have no Idea...

    can you tell me what unity are you using , and if you're using the last version of both assets....?

    also is a good costum to test the integration on an empty project..
     
  41. SirTwistedStorm

    SirTwistedStorm

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    Unity 2017.1.0f3 I'm pretty sure both assets are current and the project is fresh I get the errors after opening the clean scene from Opsive and trying to switch the animator controller like you do in the video. If I use any of the scenes you provide I have no issues other than not being able to dismount the horse at times.

    Assertion failed: In order to call GetTransformInfoExpectUpToDate, RendererUpdateManager.UpdateAll must be called first

    appears to be a problem with the Unity engine and not either asset.
     
  42. Malbers

    Malbers

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    I will check it out on that unity version and I will let you know
     
  43. Hermetes

    Hermetes

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    Hello!
    I bought your asset. But i see only one wagon.
     
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  44. Malbers

    Malbers

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    Hi there, first thanks for the purchase!

    yes I include one wagon..

    the other wagon are from different assets
    Asset Collaborations:
    Carriage 18th century
    https://www.assetstore.unity3d.com/en/#!/content/60205?aid=1100lHT6
    Village Exteriors Kit
    https://www.assetstore.unity3d.com/en/#!/content/38045?aid=1100lHT6

    if you own any of those assets, on the integration folder there's a unitypackage with the setting already made for those packages
    http://bit.ly/HAPIntegrations
     
  45. RandAlThor

    RandAlThor

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    Hi Malbers,
    Can you please tell me how i can use the pistol/s with Ootii´s motion controller not only on the Horse?

    Also if i want to use my own horse, can i just change the object?
    I think i need something like an fbx rig that i can use with my own modeled horse and some words on how to make this possible.
     
  46. blogsabout

    blogsabout

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    Mal, I'm using Adventure Creator and therefore using the character controller in AC.
    However I want to make a cutscene with my character riding the horse, jumping etc - is that possible without "playing" the character? (follow a path)

    I also want to make a small game where the player control the horse with the rider on top - maybe easiest thing is to load a new scene that's not running during that gameplay and instead use your controller?

    Thanks for one hell of an impressive pack!
    (Hope eye blinking is coming soon ;) )

    Cheers
     
  47. llJIMBOBll

    llJIMBOBll

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    Hi, I'm having some problems with ufps integration and third person mode.

    When I start to mount the horse the player legs go straight, the feet always pointing towards the horse, also an error in the console saying couldn't find state.

    I added the camera state Ride to the fps camera, also I noticed that the animator in the Mounted section doesn't have any animations or state trees, maybe it is normal but i thought v2 had some, maybe this is the console error too.

    I followed your video and works ok with the first part where it's just first person. Maybe i've missed something.

    I have tried re-importing the hap a few times to see if it shows up but doesn't.

    Thanx again Jim





    EDIT!
    I re-imported HAP v3 again and it's fixed the missing states from the animator, but still get the error and the player doesn't mount the horse.





    Ok now works perfect!!!
    :D
    I just clicked on add mount layer from the 3rd person script and now works perfect, it just shows two mounted layers but if i try to remove one then the states all remove and it goes back to not working. Anyway i'm happy and thank you for making this :D



    maybe if someone else has trouble this might help a ll.

    Wish Unity would fix importing assets as sometimes it doesn't import all correctly and have to reimport a few times, i know it's not your asset it's a unity bug! :D

    Thank you again Sir!
     
    Last edited: Aug 4, 2017
  48. Malbers

    Malbers

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    yes the Animator losing the Animator behaviours scripts is a very common unity nasty bug.. that problems is solved by re importing the animator again.


    the errors its says that this animations it cannot find it:
    upload_2017-8-4_9-21-48.png

    The mounting animations.....if it cannot find it.. it cannot play it .... and those animations are the ones that triggers the mounting code (with the mounting behaviour)...

    so try on the sample scene of the TCP to see if everything is working ...

    and also!! the rider 3rdPerson script must be on the same game object as the animator.
     
    Last edited: Aug 4, 2017
  49. blogsabout

    blogsabout

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    Let me get this right - does that mean I have have my character in Adventure Creator, adding your MountedRider Controller to the Adventure Creator character controller (that is needed, since it reacts to triggers etc) and the player will be able to ride horses in Adventure Creator?

    I can see in the manual there due to UAS policy changes, standard mobile asset isn't included.
    I don't want to use it at all, but the controller that Adventure Creator uses. I tried to copy the controller from the Rider to my own - what is the proper workflow if I still want to use my own character controller?

    When I place the horse on my own mesh that has a collider, the horse just "flies" through the enviroment. If I place one of the cubes from the mobile demo scene it stays in place.
    How can I make it stay in place on my own mesh?

    Any direction would be much appreciated
    Cheers,
     
    Last edited: Aug 8, 2017
  50. Malbers

    Malbers

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    The Riding system works this way:
    when the rider enters one of the mounting triggers of the horse and press the Mount input... the rider gets parented to the mount point transform, plays the mounting animations and mounts the horse..
    When the mounting animation finished, the rider loses all control; and the horse is the one controlling the rider.
    when dismounting the Rider gets unparent from the horse and takes back his control back.

    So to integrate follow these steps
    1. Add the Rider 3rd Person script to your character... (This script needs to be at the same level as The animator Component).
    2. Click on add mount layer. (This will add the mounting layer to your animator)
    3. Rider3rdPerson has a parameter called DisableList... in there you can add all the scripts from your controller that breaks the Riding system.. like character movement or character input. since the horse is the one that will control the rider while is mounting and you don't want to move on top of the horse.
    4. The Rider3rd person Script has Unity events to notify you when is starting/finishing - mounting/dismounting. so you can communicate between your controller scripts and the rider script..using these events.. or create an integration scripts that connects the rider script to the other scripts.

    I haven't look yet the Adventure creator asset , but all integrations so far follows the same pattern.


    This is because on the Ground layer on the animal script you need to set the same layers as the one you're using to your terrain/ground objects. by default is set this parameter to "Default".
     
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