#Newbie Questions

1 messages · Page 1 of 1 (latest)

marsh marsh
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OK! normally im so socially awkward that i would never consider asking these kinds of things. But here i am. Please forgive my lack of knowledge, im here to learn. That being said, i work Graveyard shift, so im opening this thread to make things easier, or i hope.

2 days ago i was introduced to Tabletop Simulator, and its amazing. Ive been playing D&D for upwards of 7-8 years now, and just one day on Tabletop Sim, and im hooked. Now im at the point where i wish to figure out how to do some complex unity stuff.

Each of my friends in my group has a unity asset they purchased, and it falls onto me to get things working. So im going to take the most complex one and try to figure things out, as the rest would be easier.

As of right now the initial setup is complete, i have everything required, correct versions, ect. I have even managed to get some bundles to show up on the Tabletop Simulator during some tests, and this was after watching a few youtube videos to gain a "basic" knowledge.

So i guess to start things off, this first unity asset i will be messing with is going to be the BBEG, the asset comes with quite a few animations, and i can load up a prefab of all of this in its "demo" state.

I wish to figure out how to divide all the animations into selectable states as i have seen other "minis" do, so where would i begin?

errant veldt
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SO, how does it have animations now? Is there an animator component which holds in animations?

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Also. Welcome! No need to be affraid to post a question, especially if you're so detailed it's easy to understand what you;re after!

marsh marsh
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Currently there is a controller that is making it run through a few of the animations.

errant veldt
marsh marsh
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ill load it up for a screenshot quick

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The group selling this also sells a controller for all their creations, i didnt want to buy it untill i needed to, if i needed to. but this is what i see atm.

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Fair warning, I do plan to go to sleep here soon, I plan to seriously tackle this Saturday when I'm off of work.

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i did manage to get the dragon into tabletop sim, but ofc it just rolled around as it did its demo animations. i did put a collision box around it and it didnt flop over after that. thats about all i did so far in terms of learning.

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https://www.youtube.com/watch?v=upI4zo4IQSk
This is the showcase for what i have. I really dont need everything it shows to be included, as of now getting the animated idle states for ground and flying are my goals. After that i may add the animations for the melee attacks it would use on the party, and the breath attack.

Link: https://assetstore.unity.com/publishers/16163?aid=1100lHT6

Do you need a big bad Dragon to be your main boss, or to be your companion, or be the dragon! well Unka the Dragon is here! (if you buy him you can call him whatever you want :)

▶ Play video
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(heading to bed wont reply for quite awhile)

marsh marsh
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I have listened to dozens of videos during work. I now know how to do looping animations and what not. So here's my question. Do I need a controller for the animations or can I just list them directly in each slot. The asset comes with 100+animations supposedly I just have yet to sit down and look. My question also comes from the fact I don't understand what a controller is vs just selecting an animation that loops.

errant veldt
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Going to go into this later today. Need to do some home improvements right now, but I'll get back to you

marsh marsh
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No rush and thank you!

errant veldt
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What you're going to need to do is add an animation controller component for the dragon, and in that add the animations you want to use

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Then you add the assetbundleeffects script and set your looping effects and trigger effect to the animations you want

marsh marsh
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I have one final question. I was going to set out several dragons in tabletop each one in a different animation. I make an asset bundle named idle 1
Then I make one doing a breath attack, named it breath 1, then made a tail attack 1. When I loaded them, the idle was ok, but the other two either were both breath attack or tail attack.

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So I guess I'll lay out my exact steps in screenshots later so you can see, I'm certain I'm just doing something wrong. Other than that you have helped me achieve my goals from start to finish, as I have several animations.

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Am I suppose to choose prefab variant or original

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I keep making variants for each pose

marsh marsh
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Clicking original solved my issues. Is there a way to have a animation controller not loop an animation? Or if multiple are chained not repeating the last one?

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I would like to share my work with you so far, I have a dragon mini with 5 animation states currently

errant veldt
errant veldt