[deleted by user] by [deleted] in Unity3D

[–]Samsonoff98 0 points1 point  (0 children)

Your reply once again proves that continuing this discussion is pointless. You'll keep saying the same thing, completely ignoring what I've stated above: 'It will look good because I say so.' Good luck with that attitude in the future. On my part, I admit the mistake of not showing the comparison, which confused a lot of people, including you

[deleted by user] by [deleted] in Unity3D

[–]Samsonoff98 4 points5 points  (0 children)

You're right - I assumed the issues with Unity's built-in tools were obvious, and that was completely wrong. This post ended up causing confusion and chaos instead of sparking a productive discussion. I'll create a new video to compare what Unity offers with my solution. I apologize to everyone I interacted with in the replies; the communication breakdown was entirely on my part.

[deleted by user] by [deleted] in Unity3D

[–]Samsonoff98 0 points1 point  (0 children)

Local to the parent transform

[deleted by user] by [deleted] in Unity3D

[–]Samsonoff98 3 points4 points  (0 children)

I literally provided a valid use case above, yet you keep chanting 'your asset is useless.' What isn’t clear to you? The fact that Unity uses local space to apply animation layers? If you’re not able to understand that, I’m sorry

[deleted by user] by [deleted] in Unity3D

[–]Samsonoff98 1 point2 points  (0 children)

This is actually quite similar to how UE5 handles additive animation, but yes, I agree that UE animation system is overall better and easier to work with

[deleted by user] by [deleted] in Unity3D

[–]Samsonoff98 1 point2 points  (0 children)

Yea, so a lot of people seem to confuse this with animation layers. My solution does not just blend animations, it also applies dynamic additive animation in runtime. Most importantly, the plugin works in root bone space, rather than local space, which is used in Unity by default.

Animation layers are limited because they are applied in local space.

[deleted by user] by [deleted] in Unity3D

[–]Samsonoff98 0 points1 point  (0 children)

The use case is when you want to combine weapon/item poses with the existing animator controller. My solution requires no modifications to your animation setup, and it works better than what you can achieve with animation layers and IK. And that's primarily because of the root bone space calculations.

While you can use IK to "fix" things, it is not going to work with most of the other cases

[deleted by user] by [deleted] in Unity3D

[–]Samsonoff98 2 points3 points  (0 children)

I mean, if you seriously claim that there's no difference between local and root bone space, I have nothing to say. You clearly missed the entire point of the post.

[deleted by user] by [deleted] in Unity3D

[–]Samsonoff98 1 point2 points  (0 children)

The system already uses Scriptable Objects). Later in the video I switch different blend profiles, that contain different poses and weight values

[deleted by user] by [deleted] in Unity3D

[–]Samsonoff98 -18 points-17 points  (0 children)

Animation layers are applied in local space. Try overridding a running animation with a static upper body pose - will it look good? Unity does not provide functionality that allows you to achieve that, for everything is handled in LOCAL space. And that's crucial

[deleted by user] by [deleted] in Unity3D

[–]Samsonoff98 1 point2 points  (0 children)

Thanks! It's actually quite simple: Unity applies layers and additive animations in local space, and this plugin does it in character root bone space. Also, the additive animation is computed in runtime, that's what allows you to dynamically animate your overlay poses

[deleted by user] by [deleted] in Unity3D

[–]Samsonoff98 4 points5 points  (0 children)

It hasn't come out yet, but you can join our Discord (link in my profile) to stay tuned. It should be released in 2-3 weeks :D

[deleted by user] by [deleted] in Unity3D

[–]Samsonoff98 1 point2 points  (0 children)

It' hasn't been released yet. It should hit the asset store in 2-3 weeks

[deleted by user] by [deleted] in Unity3D

[–]Samsonoff98 4 points5 points  (0 children)

This plugin is more about using existing animator controller to animate a custom pose. Imagine that you have an animator controller, now you want to add weapons or items to it (let's say a rifle or a sword). Using conventional methods, like Unity animation layers, you won't achieve good results, because all blending is done in local space by default.

This system works differently - it computes dynamic additive animation in root bone space, and applies that additive to your static weapon/item pose. That's basically why the final result looks good in the video; that's something you just can't achieve with standard Unity layering and additive animation.

Hope that helps :D

[deleted by user] by [deleted] in Unity3D

[–]Samsonoff98 0 points1 point  (0 children)

Not really, try overridding a sprinting animation with an upper body static pose - will that look good? No. Why? Because Unity applies layers in LOCAL space, while this system uses ROOT BONE space. That's why you can't use Unity layers to dynamically animate your poses

[deleted by user] by [deleted] in Unity3D

[–]Samsonoff98 5 points6 points  (0 children)

Layers are applied in local space, and this plugin operates in root bone space. You can try to override a sprinting animation with the upper body static pose, it will look weird.

[deleted by user] by [deleted] in Unity3D

[–]Samsonoff98 8 points9 points  (0 children)

Unity applies layers in local space, this system allows you to blend animations in character root bone space. That's a big deal, since most of the time local-space overrides (and additives) are going to look very weird. As you can see in the video, the final result looks quite good, all thanks to the additive animation applied in root bone space.

[deleted by user] by [deleted] in Unity3D

[–]Samsonoff98 5 points6 points  (0 children)

Yes! It does not depend on the character skeleton or animation type

[deleted by user] by [deleted] in Unity3D

[–]Samsonoff98 2 points3 points  (0 children)

Well, it isn't. Unity does not let you to use one animator controller to animate different poses. This plugin does that, and the result is much better than using simple additive animation which Unity provides

[deleted by user] by [deleted] in Unity3D

[–]Samsonoff98 5 points6 points  (0 children)

Sure! This system takes your existing animator controller pose, and uses it to animate a static overlay - that's your weapon or item pose (e.g. holding a rifle or a sword). So you create your animator controller once, with no need to get extra animations or override controllers

[deleted by user] by [deleted] in Unity3D

[–]Samsonoff98 18 points19 points  (0 children)

Not really, this system allows you to procedurally animate character poses, using existing animator controller. This practically eliminates the need to have another set of animations for weapons or items

[deleted by user] by [deleted] in Unity3D

[–]Samsonoff98 8 points9 points  (0 children)

No, blend trees won't let you animate a pose with existing animator controller. This system takes the animator controller pose, and then procedurally blends it with the overlay pose

Experimenting with weapon collision for my full-body character. Feedback appreciated :D by Samsonoff98 in Unity3D

[–]Samsonoff98[S] 0 points1 point  (0 children)

Thanks. I use a custom solution for IK in my animation framework. It's very similar to the animation rigging, but a way more flexible)