0
Answered

Finishing Move animation questions/info

David Rico 9 years ago updated by tmpxyz 9 years ago 6
I was wondering if you could maybe provide some insights on this. 

I have a fairly involved project which is pretty complex. I was thinking of using Skele to create finishing move animations with which the player can kill an enemy. These animations need to be dynamic and cannot be baked into the scene, since I spawn enemies in, rather than have them always be present in the scene. 

So they're not really a QTE, or a cinematic, just an animation where two actors (AI and player) interact with one another in a way that looks good. 

Do you have any resources/videos I could use to help me on my way?

Thanks,
Rico
+1
Under review
Hi, David Rico,

There're only a few people having asked me about it. So I'm glad you bring it up here. :)

I'm not sure if this is what you wanted though.  

In the example game below, when the enemy try to punch player, player could press "E" to parry, if we get the right timing, player will grab the attacking enemy's arm and throw him away.
( play the Web Demo if you have interest )



Well, you could think of it kind of like the "backstab" action in "Assassin Creeds" or "Dark Souls". 

The details:
0. One animation with multiple actors
    The grab-and-throw action is consist of two models,

1. One animation for many enemies;
   Both models can be replaced with any models that have matching skeleton, you could do it with script in runtime.    
   i.e.: There're 4 kinds of enemies in the game, and this two-model action can be applied on all of them with script in runtime. 

2. Prefab-ed action
  The made-up action is a prefab with actors and camera;
  The actors and camera could be set in edit-time or replaced with other scene objects during runtime.

3. Play anywhere
  The animation is in its local coordinate-system and you can play it at different positions.
  (so you can backstab anywhere on the street)


IMO, Replacing actors in runtime is the most complex feature in Skele package, it requires animation authoring and coding for runtime. If you want to know more details on that, just tell me :)

P.S.: the source is included in the Skele package, just check the PlayDemo0.scene
P.P.S: CutsceneDemo1.scene is a much simpler example of runtime-replacing-actors feature, see the CCDemo1_Ctrl.cs and _StartPrefabAction method for script example.

Best regards, Be creative,
Hi Tmpxyz, this is exactly what I needed. 

You're 100% right this is what I'm looking for, I'm glad you have a scene available for study. I'd gladly take any additional details you can provide, I'm a pretty advanced programmer in Unity so no worries, I just need some pointers in the right direction to save me some time. 
+1
Hi, David Rico, 

You could also take a browse of this document.

It could serve as complementary material of the examples;

Hey Tmpxyz,

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.

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 refuse to animate. More specifically, the wrists.

Is this a known issue? Anything I can do to get around this?