Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I should add im working off the old tutorial pdf as the screenshots really help.
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?
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
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)
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?
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.
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
I'm going to try it out
I guess there is no real way to fix the problem that a non-center animation will move the pivot point of the figure?
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.
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
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?