You cannot select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.

65 lines
3.3 KiB
Plaintext

__________________________________________________________________________________________
Package "Leaning Animator"
Version 1.0.1.3
Made by FImpossible Creations - Filip Moeglich
https://www.FilipMoeglich.pl
FImpossibleCreations@Gmail.com or FImpossibleGames@Gmail.com or Filip.Moeglich@Gmail.com
__________________________________________________________________________________________
Youtube: https://www.youtube.com/channel/UCDvDWSr6MAu1Qy9vX4w8jkw
Facebook: https://www.facebook.com/FImpossibleCreations
Twitter (@FimpossibleC): https://twitter.com/FImpossibleC
___________________________________________________
User Manual:
To use Leaning Animator simply add it to your game movement controller game object.
Assign bone transforms you want to animate.
"Foots Origin" is root bone of your skeleton with center position of foots/ground level of your character model.
Define "Object Speed When Braking" and "Object Speed When Running" to make component handle animations accordingly to your object movement speeds.
You can check this values during playmode, on the bottom of inspector window of this component there will be displayed speed of your controller which you can assign to "Object Speed When Running".
I recommend disabling "Try Auto Detect Acceleration" and "Try Auto Detect Ground" and instead add some lines in your custom character controller script.
Lines like leaningAnimator.SetIsAccelerating = myMovementController.IsAccelerating; and leaningAnimator.SetIsGrounded = myMovementController.Grounded; something similar to that.
Now you can hit gear icon on the top left and switch to tweaking section.
In tweaking section during edit mode, enter on fields to display tooltips.
After tweaking enter playmode and tweak everything during it, before closing playmode
hit right mouse button on the component, hit "Copy Component" then close playmode,
now during edit mode click again right mouse button on the component and hit
"Paste Component Values" then all changed done in playmode are saved.
__________________________________________________________________________________________
Description:
Boost feeling of your biped characters movement animations with procedural
leaning algorithms for whole object, spine bones and arms!
Instant setup with few clicks and then tweak it to your needs!
Component is dedicated to biped/humanoidal characters, works on
any animation setups, no matter if it's humanoid, generic or legacy type.
MAIN FEATURES:
<EFBFBD> Fast setup
<EFBFBD> Good performance
<EFBFBD> Clean and compact inspector window
<EFBFBD> Works on all types of skeleton
__________________________________________________________________________________________
Changelog:
Version 1.0.1.3:
-Added possibility to read "Is Accelerating" and "Is Grounded" through unity's Animator variables when enabling custom detection mode
Version 1.0.1.2:
-When foots origin is not placed in model's foot then correct transform will be automatically generated during component start
Version 1.0.1:
-Added parameters "Update Mode" and "Calibrate" to support animators with "Animate Physics"
-Added parameter "Acceleration Detection" replacing "TryAutoDetectAcceleration" to suppoert non-rigidbody controllers when using auto detection
-Added parameter "Clamp Spine Sway" to limit spine maximum sway rotation angle
-Now side leaning should be supported better in different frames-per-second domains