Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by Trithilon · Jun 13, 2013 at 06:06 AM · animationcharactermecanim

Best way to go about believable 2 Character Grab/Lift animation?

alt text

Hello, I need to make a scene where I am chasing another character and they may not be in the same lane or height. Both characters are dynamic with character controllers and have one being controlled by the AI. And I need to jump over/leap/tackle/hit or do much more and all should be dynamic and can fail midway if the collision fails due to changes in speed or other events.

I am using Mecanim state machines for all my animations.

Now the way I think they might have done it in subway surfers is actually create the Cop & the Player as 1 skinned mesh with animations for :

  1. Kid doing Graffiti

  2. Kid Running/Jumping/Rolling (without the cop inside the view)

  3. Kid Running/Jumping/Rolling (while being chased by the cop inside the view)

  4. Kid losing balance after almost crashing (with the cop appearing into the view for 2 seconds)

  5. Kid getting hit by train

  6. Kid crashing and getting caught/carried & lifted by the cop

Kind of like this : https://www.youtube.com/watch?feature=player_detailpage&v=WXnWTK1JmWY#t=27s

So... how do you do it? How do they do it in say Football games where one player can make the other one fall by pushing him? Or In some high-end RPG games where two characters exchange items by hand? Or wrestling games where people lift/grab each other?

Let me know please.

Thanks!

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image
4
Best Answer

Answer by DavidDebnar · Jun 13, 2013 at 06:21 AM

Usually they are 2 separate meshes/objects, not one. In wrestling games, for each attack there's animation for the attacker and the defender. When the guy attacks, it adjusts his attack a bit - move hands to the body, etc., so it doesn't matter where he's standing and also forces to play the defending animation on the other guy. So basically - have 2 animations one for the cop and one for the runner. When the runner dies, wait until the cop gets to the player and then play both animations.

Comment
Add comment · Show 4 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image Trithilon · Jun 13, 2013 at 06:37 AM 1
Share

So you use I$$anonymous$$ and Animator.$$anonymous$$atchTarget to make sure the rest is fine, is it? And I guess the offset between the cop and the thief will have to be hardcoded and fine tuned so that the cop stands right next to the kid before he starts playing the animation of picking him up. I hope I don't need Pro features to do this.

PS. This is for a chase sequence. Not for a subway surfers ripoff :P

avatar image Fattie · Jun 13, 2013 at 08:06 AM 4
Share

Exactly as $$anonymous$$ explains perfectly.

Also Tri, just in answer to a more basic question you could be asking: yes it's completely normal in video games that you swap something for another version of itself, when stuff happens.

For example, someone was just asking "how do you break a bumper off a car". in fact, you don't really. you swap from your set of things "car with bumper" to your other set of things "car with bumper broken off, and the bumper"

Another typical example is when some biped blows up, you swap from your walking whatever biped ro your ragdoll biped. When a spaceship explodes, you swap at that instant to your "exploding spaceship" rig.

The PLAYER has NO CLUE this is happening, but it is actually utterly different models/systems.

In your example you might have, whatever, some character controller or something. BUT when you do the pick up (or whatever) you woudl swap to an utterly different, perhaps much more complicated system -- likely what $$anonymous$$ describes

I notice this question comes up a lot on this site -- I think new hobbyist game devs, don't realize that this is a normal thing in 3D video games - you seamlessly swap between (utterly different) versions of a thing, even though the player is totally unaware of this ... again typical examples being swap to a ragdoll, swap to an "explodable version" swap to a "climbing in the car version" or whatever.

Hope it helps!

avatar image Trithilon · Jun 13, 2013 at 08:11 AM 1
Share

Hey! Thanks $$anonymous$$ & Fattie for the answer. I guess I will have to do it the hard way. :)

avatar image Fattie · Jun 13, 2013 at 08:40 AM 0
Share

Heh - you just gave me 20,000 points. thanks! :)

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

16 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Getting a list of mecanim states in Animator 9 Answers

Can Mecanim & Legacy animation be used on the same character? 1 Answer

Misplaced Character with Mecanim 1 Answer

Player Animation and control panel 2 Answers

Switching weapons animation with mecanim? 2 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges