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0
Answered

Finishing move animation humanoid issues

David Rico 9 years ago updated by tmpxyz 9 years ago 10
Hey Tmpxyz,

This is a followup based on the following question:
http://skele.userecho.com/topic/620849-finishing-move-animation-questionsinfo/

So I think I have it all mostly figured out. However I'm running into a bit of a problem.

If I use a Generic animator avatar, the process works fine and all is as expected in the documentation and example scene. The results are great.

However, most of my characters are Humanoid and I'm experiencing some issues due to that.

It appears that for the most part, the finishing move works as planned. However, with Humanoid animators the hands for some reason (and maybe a few other parts?) refuse to animate as per the .anim cutscene dictates. More specifically, the wrists, in my case. I did a series of tests and it appears the issue is directly linked to my model being humanoid, and the CC component using generic animations.

I know you have some documentation related to converting clips back and forth for humanoid/generic, but I don't believe there is anything regarding the CCEditor in particular, since it uses only .anim files rather than .dae as suggested for humanoid clips

Is this a known issue? Anything I can do to get around this? The CC system being generic only would really kill its usability for me and I suspect a lot of other people, since mecanim humanoid animation retargeting is necessary for my project.
0
Answered

Using animator or premade animation for cutscenes

David Rico 9 years ago updated by tmpxyz 9 years ago 3
Hey,

So I've been making good progress using Skele for my little takedown animations. It's working great.

However I was wondering if there was a way to use existing premade animations, from FBX retargetable clips, with the Cutscene component. It would be really helpful since I'd like to bring in some animations we already have and use them in cutscenes, but it seems like the current system is set up to use the legacy animation system for everthing.

Is this somehow possible at the moment? I don't mind adding the events using the Animation window, but I'd like the actual animations to come from an animation package, and be retargetable.

Thanks,
Rico
0
Completed

DAE exporter improvement suggestions

Christopher Richardson 9 years ago updated by tmpxyz 8 years ago 4
Here are some suggestions to improve the DAE exporter that could have saved me hours of tedium.

First when exporting clips automatically have the name set to the name of the animation clip being exported and then have the embedded anim cli within the DAE named the same (instead of take 001).

And setting it up to batch multiple files at once would be heavensent!
0
Completed

Can't make cut scene camera work

Terry Morgan 10 years ago updated by tmpxyz 10 years ago 16
I need a better cut scene tutorial, do I use the "Main Camera" for the camera? the camera moves
to another spot when I hit CTRL-SHIFT-F

https://dl.dropboxusercontent.com/u/102638093/cut_...

A downloadable project of the video cutscene tutorial #1, where the robots are talking would be good.??
0
Answered

Just bought

Taylor Moore 9 years ago updated by tmpxyz 9 years ago 4

Image 33
Just bought the asset. After deleting over 50 errors finally got scene to play.
I am running Unity 5.0.2.f1
The Skel Red and green boxes are not showing up when I look in the inspector at the Skinned Mesh Render.
Help



0
Declined

Cut scenes in plygame?

Terry Morgan 10 years ago updated 10 years ago 3
I want to put some cutscenes in Plygame (:SALE $22.75 asset store hurry!). Even if I drag bare
models with no plygame scripts on them into the scene, The game uses a "MainCamera" which, if
no plygame player, will spawn at 0,0,0 and my cutscene camera is never activated, if I delete
the MainCamera it's just a blank screen on play. Can you make this work with plygame? I don't think
the plygame system will load any scenes that don't have the plygame project working in them.
0
Fixed

import error message about tilecontent in editor.window!

Chris87 9 years ago updated by tmpxyz 9 years ago 5
Just purchased this asset, when i import it to unity 5.0.1f1, and unity update the content to work with unity 5, i get the following error message:

Assets/Skele/CharacterAnimationTools/Editor/EUtil.cs(652,15): error CS1061: Type `UnityEditor.EditorWindow' does not contain a definition for `titleContent' and no extension method `titleContent' of type `UnityEditor.EditorWindow' could be found (are you missing a using directive or an assembly reference?)
0
Completed

Any plans of creating Character creation tool kit as well. Not for Humonoids a general all purpose one

Chandra Devaguptam 9 years ago updated by tmpxyz 9 years ago 1
Any plans of creating Character creation tool kit as well. Not for Humonoids a general all purpose tool for Cartoon, animal characters..
0
Fixed

Cannot find ImageEffectBase.cs when import

tmpxyz 10 years ago updated 10 years ago 2
When import v1.6 package, it's reported that ImageEffectBase is not found.
0
Not a bug

Error message, NullReferenceException: Object reference not set to an instance of an object

Charles Geringer 9 years ago updated by rahul kumar 8 years ago 5
tried skele in a new project and got the message:" NullReferenceException: Object reference not set to an instance of an object"

Video of the bug happening:https://www.dropbox.com/s/0t2462ngmphnpgs/scrennRec1.flv?dl=0

Kyle model straight from the asset store, no other plugins installed

Using windows 8.1 and unity 5.1.3f1