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Answered

New character model wont animate

Trevor 4 months ago in Game Creator updated 4 months ago 8

Hi there,

I'm trying to import a new player character to replace the original one, I watched the tutorial on youtube and it just shows dragging and dropping a 3d model into a box to replace the character, this does happen however my new character is stuck in the T pose when moving around? My new object is from Daz and it is already rigged with bones so not too sure where I go from here to get it working?

 

Any help would be appreciated 


Thank you :)

Unity version:
2018.4.8f1
Game Creator version:
0.9.9

Answer

+1
Answer

Yeah it was because the rig wasn't selected to humanoid  :). 

With the armour I'm actually trying to do it with the existing amour and weapons you guys have made so it already has all the correct actions on them, the shield shows up but shows on the finger tips instead of the arm so I'm thinking do I need to rename all the bones on the character? 

Okay so I manage to get the character animating now but have run into a new problem, none of the armour or weapons goes onto the model when equipped, where can I change what bone the pieces attach to? :)

Answered

Hi Trevor. Make sure you set your 3D model as a Humanoid character under its Rig tab. Also, your character should have an Animator component at the root of the object (although I believe Daz characters already have this).

EDIT: Happy to hear you fixed it. Could you tell us what was wrong? Just for future reference.

Regarding the armor, when you equip a weapon (a Sword, for example) it's an internal process. To actually show the 3D model attached to your character, you need to use the Attach Action in the "On Equip" Actions as well as remove the attachment in the "On Unequip" Actions list. You can read more about equipping and unequipping items at https://docs.gamecreator.io/inventory/inventory/equip-items#equip-items.


Hope this helps :-)

+1
Answer

Yeah it was because the rig wasn't selected to humanoid  :). 

With the armour I'm actually trying to do it with the existing amour and weapons you guys have made so it already has all the correct actions on them, the shield shows up but shows on the finger tips instead of the arm so I'm thinking do I need to rename all the bones on the character? 

Excellent, thanks for the input. Regarding the shield issue, you can specify to which bone the shield will get attached to. You usually will want to attach it to the left arm bone. However, if you set the rotation and position offsets at (0,0,0) the shield will be attached inside the bone.

To fix this, enter play mode and search for the shield object. Then, use the translation and rotation gizmos to offset the shield to where it should be. Write down the values of the Shield's Transform components (position and rotation) and exit play mode.


You can now update the "Attach" action with the values you've written down onto the "position" and "rotation" fields.

Okay great! So I have sorted the shield, thanks for that :).


Lastly, I'm also having an issue with the armour, when equipped it just disappears and when I search for it in play mode paused its just an empty object? (the object is attached in the add skin mesh settings)  I have also made some shorts as well which won't equip at all in the inventory which I have made a new slot for. I am confident I have set the right actions as I have copied from the armours settings, except I have changed the slot/bone name to legs in both the shorts and new inventory slot.  it is also set to equitable but this seems to not change anything, any ideas what may be causing these problems, have a missed steps?

Edit: I got the shorts working! The "items type" wasnt set to legs. I'm guessing the armour isn't working because of the different model? as I made my shorts with the same skeleton as the model.

Not sure if this is the problem, but if the armor is from another skeleton, the "bone mapping" might not be 1 to 1 translatable. What the Skinmesh action does is to position each "bone" of the item to the character's bone, appearing as if the clothes move with the character.

But if the bones don't match, these won't work.

+1

okay that makes sense, I will make my others from the same skeleton then :) thanks for all your help, appreciated :).