Alright, Here is the updated character controller video.
3rd preson tutorial from Rebecca Kramp on Vimeo.
This is the older tutorial video. Still works but with a different scriptUntitled from Rebecca Kramp on Vimeo.
Thanks to Seth Kendell for providing the written tutorial below: A video will be available soon as well.
Part 1 – Static characters/objects
with looping idle animation
1.
In 3ds
Max, make sure your timeline encapsulates your entire looping animation. Write down the time range and set aside.
2.
In 3ds
Max, click File > Export. Select FBX
as format and chose file location and name.
Pick a directory inside your Unity project folder, so Unity will
recognize it.
3.
In FBX
export options, make sure the following settings are selected:
a.
Geometry
> Smoothing Groups and Convert Deforming Dummies to Bones are checked.
b.
Animation
> Animation is checked
c.
Animation
> Bake Animation > Bake Animation is checked
d.
Embed
Media > Embed Media is checked
e.
FBX File
Format > FBX 2006 is selected
f.
Click
OK.
g.
Ignore
Warnings that come up. If there is a
problem with the way your character displays in Unity, go back and look at
these Warnings for a clue.
4.
Open your
Unity scene.
5.
Drag
character/object from your project window into the viewport for placement.
6. If your character shows up too big or small, select the asset in the Project Window, and adjust Scale Factor
in the Inspector. Hit Apply at the
bottom of the Inspector.
7.
Once the scale looks good, select the character again in the Project
Window, and click the little “+” button on the right side in the animations
section. Set the Start and End of your
idle” animation to match your written down 3ds Max frame range. Change WrapMode to Loop.
8.
Hit
“Play,” to test. Your character/object
should now be in the scene looping its idle animation!
Part 2 – Creating interactive
player characters with multiple animation sequences
1.
In 3ds
Max, create your different animation sequences within one file at different
points in the timeline. Set the start of
each of your animations on even hundreds, so you have some room to make changes
when needed.
2.
When you
are finished with one animation, “bracket” the clip, by setting a keyframe on
all controls for the first and last frame, as well as the immediately
surrounding frames.
3.
When ready
to export, set your timeline range to include ALL of your animations.
4.
Repeat
steps 2 through 7 from Part 1 above.
5.
Make sure
to hit the “+” icon multiple times to add multiple animations.
6.
NOTE: In order for the scripting to work, you can
ONLY name your animations from the following list (case sensitive): idle, run, walk, walkbackwards, jump. You do not need all of these animations, but
those that you have must be named one of those names.
7.
Select
player character from Hierarchy window.
8. Add a Character Controller by choosing from the top menus Component >
Physics > Character Controller.
9.
With your character selected, adjust the
Character Controller parameters in the Inspector using the capsule-like gizmo
in the viewport as a guide.
10.
Go to our
class homepage on Powercampus, and from Course Documents, download the scripts package.
Unzip it, and place the three script files in your Unity project
directory under Scripts.
11.
In Unity,
drag S_MoveScript from your Project Window onto your player character in your
Hierarchy window.
12.
Now drag
SethCrossfade from your Project Window onto your player character in your
Hierarchy window. The order counts here.
13.
If you
would not like the character to toggle between walking and running when you tap
the Shift button, uncheck Toggle Walk Run in both S_MoveScript and
S_Crossfade from the Inspector. Other
options to modify include Run Speed and Walk Speed (maintain a 2 to 1 ratio
between these if possible), and blend values for each animation
transition. The blend_idle adjusts the
amount of time (in seconds) the game will take to blend into the idle. The
blend_run, adjusts the blend into the
run, and so on. Values of 0.1 to 0.3
are recommended for run/idle. Values of
0.1 to 0.5 are recommended for walk and jump.
Test out to find a number that looks good to you.
14.
Position
main camera behind the player, and hit Play to test out the character.
Part 3 – Creating 3rd
Person Camera
1. Drag smooth follow/ custom camera script from your Project
window onto your Main Camera in the Hierarchy window.
2. Select your player in the Hierarchy window.
3. From the top menus, create a new “empty” by
selecting GameObject > Create Empty.
An Empty is like a null, locator, or dummy in other programs, only with
no visible form. It is simply an invisible
point with a location.
4. Once created, place in viewport directly above
your character, aligned near its top.
Name the Empty something like CameraTarget, and drag it onto your player
in the Hierarchy window.
5. Select Main Camera from your Hierarchy.
6. In the Inspector options for the
Camera Script, click the little circle to the right of the Target field, and
select your CameraTarget empty.
7. Adjust other fields to your liking, testing by
hitting play in between. Especially look
at Target Height, Distance (default distance from player), Max Distance, and
Min Distance.
Part 4 – Creating a Blob Shadow
1. In your Project window, expand the Projectors
Folder.
2. Drag Blob Shadow Projector from the Project
window onto your player in the Hierarchy window.
3. In the viewport, move blob shadow up above the
character, aiming down.
4. In the Inspector, change the Far Clip Plane, to
something smaller, like 5. Check on
Orthographic Size, and drag the Orthographic Size down to something
smaller. Use the viewport as a
guide.
5. Drag the entire Blob Shadow up or down again to
adjust the strength of the shadow.
6. At the top right of the screen, click the
Layers drop down menu, and select Edit Layers…
7. Rename the first available User Layer to
“Ignore Blob Shadow.”
8. Select your player in the Hierarchy view.
9. Near the top of the Inspector (under the check
box for Static), open the Layer drop down menu, and select Ignore Blob Shadow
from the list. When the dialogue box
comes up, click Yes, Change Children.
10. Select the Blob Shadow Projector inside your
player in the Hierarchy window.
11. In the Inspector, where it says Ignore Layers,
select Ignore Blob Shadow.