Ootii's Motion Controller
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2.- Install/Drop the unitypackage to your project.
Malbers Animations/Horse AnimSet Pro/Integrations/Ootii
To create a new integration from scratch you need to do following steps..
These steps are also included for the Sword and Shield the Archery pack.
1.- Open any Scene with a Character already Set with the Motion Controller. For this example let's do it with the scene: demo_Attributes
2.- Drag to the opened scene the Horse Realistic Prefab. Find it using the Search Bar on the Project window
3.- Select the Character with the Motion Controller Component:
4.- Select the Animator Controller on the Animator Component. On the Project window duplicate it using Ctrl+D, and replace the old animator with the new one.
5.- Add the MRider script to your Character controller.
6.- Click the Button Add Mounted Layer
This will add a new Layer and new Parameters to the Animator Controller
In Case of Otti's MC the Actor Controller is in charge of moving the character .. so we need to disable it
9.- Add the Mount UI prefab to any UI Canvas. Find it using the Search bar on the project window
10.- If you like you can also add to the UI canvas the Slider Stamina prefab and the Slider Health prefab to check the health and stamina of the horse.
11.- On the Actor Controller -> Collision group: Set the Animal as a collision Layer too.
The Link script is the bridge between the Rider Component and Ootii's MC. Allows the Rider to communicate with the core Character Controller components. Disable features via code while the character is riding the animals and enabling them back when the character is back on foot
12.- Add the Invector HAP Link script to the Character.
13.- Set on the Ootii Camera parameter: the current Camera Controller on the Scene
In case of the Sword and Shield Pack.. on your character Controller change the Sword_01 for Sword_01_HAP
Select your Character
Go to the Basic Inventory Component and Select Items -> Sword and Find the Sword_01_HAP
This sword has already attached to it the MWeapon Component, which allows the Riding Combat System to recognize that it can use the sword while mounting.
1.- Add the Rider Combat Component
2.- Click Add Rider Combat Layers
This will add new Layers and new Parameters to the Animator Controller
3.- If you are using a Custom Input System you will need to connect:
bool RiderCombat.Aim()
to your Aim Input.
RiderCombat.MainAttack()
&& RiderCombat.MainAttackReleased()
to your MainAttack Input.
RiderCombat.SecondAttack()
&& RiderCombat.SecondAttackReleased()
to your SecondaryAttack Input.
3.- Create the Combat Event Listeners by using the Context menu "Create Event Listeners".
4.- Disable Exit on Dismount. (This Option makes the rider to store the weapons if he dismount the animal)
5.- On the Abilities group, add a new Ability and use Rider Melee Combat
6.- For the controller with the Inventory… make sure you have activated Inventory and Already Instantiated on the Holder/Inv Section.
(...)
1.- Go to the Integration folder and download the Camera Controller UnityPackage..
2.- Import it to your project
3.- Drag the Prefab the Camera controller prefab to your scene and remove the Old Camera Rig
4.- Replace on the Link Script the camera rig with the Camera Controller Rig
And that should be it. :)
1.- Download from the the package HAP (4.0.5) Ootii Motion Controller (2.805)
7.- If you are using a "Custom Input System" you'll need to connect to your Mount Input, and to your Dismount Input. If you want to continue using my Malbers Input then use the Context Menu Create Mount Inputs.
This will create a component with 3 Inputs for the Rider (Mount, Dismount and Call Mount); and connect the events of the inputs to the proper methods.
You can change the Type from Key to Input and add those Inputs to the
8.- Create the by using the Context menu "Create Event Listeners".
This will automatically add the component with the Events needed for the Rider to communicate with external scripts in a non-dependant way.
9.- On add the scripts that interfere with the logic while riding. (Usually is used for scripts that are not supposed to be active while the character is Riding. Like scripts that move and rotate the character, Ragdoll scripts, etc. Also are used to disable Inputs that are only supposed to be active when the character is not riding: Ex: a Crouch Input).
Please follow first the on how to Install the Mixamo Animations for the Sword @ Shield pack . Then come back here:)
If you want to continue using then use the Context Menu "Create Combat Inputs".
This automatically add to the Script the Inputs needed for the Rider Combat and connect the inputs events to the proper methods.
You can change the Type from Key to Input and add those Inputs to the
This will automatically add the component with the Events needed for the Rider Combat system to communicate/listen to external scripts in a non-dependant way.
Now the Controller should be able to use melee weapons while riding the horse.