Tabletop Simulator

Tabletop Simulator

Tutorial: Animated Figurine
32 Comments
MilkIsRacist Jul 16, 2021 @ 5:23pm 
extremely thankful for providing this tutorial, i have created a lot of 3d characters for eldritch horror with this, i did have to figure out some shortcomings that i have with Unity, like the "Remove root motion" to prevent the figure from moving
Will Of The Meeple Dec 13, 2020 @ 2:16pm 
it's ok i figured it out, you can rename the animations, and by default it was not using the materials...
Will Of The Meeple Dec 13, 2020 @ 5:42am 
I seem to be having issues. When i download it from Mixamo there is no option for unity, so i just select binary (the only other option is ascii or collada). When i go to add the animation in unity the "select animation clip" box only shows "mixamo.com" 6 times (i downloaded and imported 6 different animations). So when i go to add the animator later, the name doesnt match up with the animations element name. Hope this makes sense. Anyhoo, when i import it into TTS the figure is there (but no skin) and the animations don't work.

I should add im working off the old tutorial pdf as the screenshots really help.
Baryonyx Aug 25, 2020 @ 3:42pm 
Try to put the collider onto the empty object. Other than that, you could try to look at the FBX and base models in a 3D editor and make sure they are centered there.
ttv/ElTuku473 en vivo Aug 25, 2020 @ 3:31pm 
Hey Baryonyx, thats what I did, unless im missing something else https://i.imgur.com/srSCJkN.png , the TTS one is clearly out of place https://i.imgur.com/4TlYakk.png , even tho as far as i can tell none of its individual pieces even go remotely close to that spot.
Baryonyx Aug 25, 2020 @ 9:55am 
Tukki, I suggest you create an empty game object, place it where you want the pivot point to be, then put the figure and base as children of this game object.
ttv/ElTuku473 en vivo Aug 25, 2020 @ 9:24am 
Need some help with this, followed the steps however the pivot point on tabletop simulator seems to be different than the one in unity, the unity one is perfectly centered, but the one on TTS isnt, causing the figurine to rotate weirdly and be impossible to place in some spots: https://i.imgur.com/9rBe2Jh.png
gordo Apr 22, 2020 @ 1:17am 
May be a bit late, but my weapons only showed when I added an Skinned Mesh Renderer. The other options turned invisible or with a weird weight making my characters fall. (Btw, I'm a noob on this, so if it doesn't help I'll probably be unable to offer further ideas :\)
Baryonyx May 16, 2019 @ 1:30pm 
I have experimented some more and it somehow seems to only happen with some models, not all of them. Really strange.
Gondor72 May 16, 2019 @ 1:28pm 
Any luck figuring out the weapon problem? I can get them to work from the asset store, but importing my own weapon/shields seems to work in the preview but does not show up in TTS.
Baryonyx May 7, 2019 @ 1:16pm 
Hey, I have run into a problem with the new Unity version. When I create a new character and give him a weapon like normal, the weapon will not show up in the game. It all looks correct in the editor, but there is just no weapon in TTS.

It appears that when adding the weapon to the character (pulling the weapon onto the character to make the weapon a child of the char), it creates some kind of prefab of it unlike before, which shows a blue cube icon instead of the regular grey one.

However, the old ones still work correcty, even when re-exported with the new unity version. So I tried to copy the weapon from one of the old ones over to the new one and set it up accordingly, but that did not work either.
Do you have an idea what could be wrong here?
Kris_M  [author] May 6, 2019 @ 8:25am 
Apologize for the delay. Been busy with a new job.

The unity version used in tabletop simulator was recently updated from 5.6.5 to 2019.1 (https://steamdb.info/patchnotes/3792786/) . That will definitely affect any earlier projects. Make sure to use the latest assetbundle project.

I will see if I can figure out what is up with the Cloud hosting and disappearing figurines
Taedin May 2, 2019 @ 2:03pm 
(2/2) For whatever reason my armed model seems to be referencing the unarmed one, so the moment I get rid of the unarmed one my new model vanishes leaving just a floating weapon. This is technically workable, I can just have tiny little unarmed figurines hiding somewhere on my board for the armed ones to reference to, but the question again is WHY?! I'm going to try a completely fresh new model and not import into TTS until armed and animated et al, see if that works.
Taedin May 2, 2019 @ 2:02pm 
It was a unique asset bundle, so whatever the problem was it wasn't that. By fiddling around with the model in Unity some more I was able to get it to load into TTS properly through uploading it onto the Cloud. How? WHO KNOWS!

Instead I'm noticing a stranger, but not as game-breaking issue: Like in the tutorial, I first created an unarmed model of my figurine and imported it into TTS to test, works great. Then I made the armed one and loaded her in under a new asset bundle, again works great... UNLESS I delete the first unarmed one from my board! (1/2)
Baryonyx Apr 29, 2019 @ 6:29pm 
AvidPH, you could make two different versions and then use states to essentially get them to be able to change weapons at the press of a number key.

Taedin, sounds strange. Only thing that comes to mind for me is that there is a problem when you try to load two asset bundles with the same name, for example when you created a new version without giving a new asset bundle name. They always need a unique one. Could this be the problem?
Taedin Apr 29, 2019 @ 6:04pm 
@Oldbastage - Hardly an expert myself, but from the sounds of it you might not have downloaded the TTS Modding Project? Make sure to follow the steps on http://berserk-games.com/knowledgebase/assetbundles/ to make sure you have the right version of Unity (it's an old one) and the TTS files.

On to my own problems... I was able to use this tutorial to create an animated model successfully (My D&D group is going to go nuts if I get this working) but the problem I'm having now is that the model only works if uploaded locally! I've tried uploading it to the Cloud or hosting it on some file sharing sites, but TTS will not load the file from those. I don't even get an error message or anything, it just brings back the prompt to choose a file.

Anyone have any thoughts? I'm hoping this is another case of it being a super simple problem I'm just too silly to see the answer to.
Oldbastage Apr 29, 2019 @ 3:07am 
At 17:08 I have no scripts folder to add from. I have nothing listed below materials in fact. No read me, scenes, scripts or sky folder. Any thoughts on where I went wrong? I'm a complete beginner.
AvidPH Apr 29, 2019 @ 1:27am 
thank you for this tutorial! do you know of any way to have changeable weapons in game? i read its something to do with the Game Objects section in TTS script but im at a loss getting it to work
Kris_M  [author] Mar 9, 2019 @ 2:50pm 
So I was able to get random animations to work in Unity by following the instructions at the previous link. The function used in the script is SetInteger() and not SetInt(). I attached the random number script to Idle 1 and then had it transition to Idle 2, 3, or 4 based on the random number then go back to Idle 1. Each time the animator entered Idle 1 state another random number was generated.

Unfortunately it didn't work when I created the AssetBundle for Tabletop Simulator. The first animation played and then the character froze. Almost like the random number script wasn't working.

It may be possible to script random animation using Lua in Tabletop Simulator. Something like calling the playLoopingEffect() function based on a Math.random value. I'll give that a try
Kris_M  [author] Mar 9, 2019 @ 10:20am 
According to this blog it looks like there is a way to select random animations https://blogs.unity3d.com/2015/02/11/having-fun-with-the-new-mecanim-features/
I'm going to try it out
Baryonyx Mar 8, 2019 @ 11:21am 
Now there is one thing left I would like to know - is it possible to make the idle animation rotation random in some way? I tried looking online but didn't find much. This way groups of the same figures would not do their animations simultaneously, which can look strange.
Baryonyx Mar 5, 2019 @ 1:42pm 
The first figures I worked on are private RPG figures, so I'd rather not show them. But I have since started working on soldiers and successfully completed the weapon part of your tutorial. Considering how easy it is to swap out weapons with this method, I should have a set of animated soldiers ready and on the workshop in a few days. :lunar2019coolpig:
Kris_M  [author] Mar 5, 2019 @ 11:01am 
I'm glad it worked and I'd be interested to see the results!
Baryonyx Mar 4, 2019 @ 1:04pm 
Just wanted to say I followed through your tutorial completely to make some characters (without any weapons yet) and it all worked fine. So thanks again for this great tutorial!
Kris_M  [author] Feb 22, 2019 @ 4:14pm 
Yes you can keep the figure in place. You need to do two things: First in the model's Animator Component disable Apply Root Motion. This will keep the model from moving in the XZ plane but it also prevents rotation on the Y axis. So the second thing to do is Bake the Root Transform Rotation into your animations.
Baryonyx Feb 22, 2019 @ 1:26pm 
Thanks for the update, I already watched the video and will try my hand at it soon.

I guess there is no real way to fix the problem that a non-center animation will move the pivot point of the figure?
Baryonyx Feb 15, 2019 @ 6:29am 
Animations getting cut short was what I experienced too. Great to see you were able to put weapons on the animations. Looking forward to the updated tutorial. :lunar2019coolpig:
Kris_M  [author] Feb 14, 2019 @ 12:00pm 
I was able to get weapons attached to a model that didn't have them. I added a video clip showing the results. I'll type up the steps soon.

I discovered a few issues that I'm working on as well
1. Many animations cause the character to move away from the starting point. In TTS the character moves away then pops back after the animation is complete. An example is the final spinning slash in the demo clip. I tried adjusting the "Root Motion" settings but that didn't make a difference.
2. Some animations just don't work in TTS if they are downloaded as a single animation but work fine if they are downloaded as part of a "Pack." I'll update the tutorial to address downloading animation packs.
3. Many animations get cut short. This is due to the default animation Duration setting in the script. I will update the tutorial to add steps to fix.
Kris_M  [author] Feb 12, 2019 @ 8:33am 
2. I am interested in adding weapons as well. I looked at the Maria model in both Blender and Unity to see if I could understand how the weapon worked. In Blender the sword is a separate mesh with an Armature Modifier that connects the sword to Maria's Armature. In Unity the sword is a separate object with a Skinned Mesh Render that connects the sword to the RightHand Bone. So I think you could add a weapon in either Blender or Unity as long as it is connected to the correct Armature or Bone. I'm going to give it a try in the next couple days.
Kris_M  [author] Feb 12, 2019 @ 8:33am 
Baryonx,
I'm glad you found my tutorial helpful! I set out to replicate the Zombie example in the TTS Modding project and I was really excited the first time it all worked for me. I wanted to share with the modding community so others could do the same. Mixamo and Fuse really lowered the barrier to Animating and Modeling for me.

I am a novice at Unity, Blender, and TTS Modding but I will share my thoughts on your questions.

1. I'm sure sitting in a chair will definitely need a different Collider. The Zombie example used a box collider and I thought that was good enough for a miniature in a game like D&D. You might try adding colliders to different body parts. For example, Capsule colliders to upper and lower legs and maybe a box for the torso and head.

Cont'd
Baryonyx Feb 11, 2019 @ 10:11am 
Thanks a lot for this, I really want to get into animation so this is very helpful!
I followed the tutorial with some success, though a few animations won't play correctly. I will just try again.

I have a few questions though:
1. What is the best way to handle stance changes? When I want to make a character able to sit down and get up, it needs a different collider to be able to sit on chairs correctly. Can I assign multiple colliders based on the animations? Or is there another way I can't think of?

2. Since the majority of the animations shown in Mixamo have no weapons, what would be the best way to add them? Put them in the hand of the model and then upload to mixamo or add them afterwards in a program like blender and export to unity from there?
darleth Feb 11, 2019 @ 5:46am 
Thanks...