Unity Biped 2.0

I finally emerge from my work cave today with an update to my Unity Biped tool, now compatible with Unity’s Mecanim animation system! Take a look at the 2.0 feature video below to get an idea of all of the new stuff. I just submitted it to the asset store this morning, so keep your eyes peeled, and please let me know about your experiences using it.

4 thoughts on “Unity Biped 2.0”

  1. Hi,
    I bought your Unity Biped Tool. And so far I was unable to get it working. Maybe you have a kickstart. Could you supply the demo in the video, this would be helpful I guess.
    Or a step by step workflow. I am not a designer or 3d artist so my understanding of character animation is limited. I tried to download various free biped rigged models from turbosquid or the asset store and none worked with the automatic setup. So wheter I am doing something really wrong (my Unity experience is 1 day, but I am a good coder and normally find my ways).
    And you should be able to setup the topology of the rig manually as well. How do I go for that. I see the body part linker and a lot of red signs as the auto linker was unable to find things. I press the small button to the right side and then?
    Any help appreciated for that price a demo file would be greatly appreciated.
    best,
    Robert

  2. Hi,

    Fantastic package! I have been looking for something to transition from ragdoll back to a mecanim controller.

    In the demo scene, you can fire projectiles at the bipeds which is cool, but I was wondering if you were able to advise how I can go in and out of ragdoll without firing projectiles. For example I have added movement to the Humanoid biped myself, but wish to go into ragdoll when “Space” is pressed (or any other specified key). I have been trying to figure this out with your package and have got no where so far!

    Are you able to help explain how I can achieve this outcome?

    Thanks,
    Kris

  3. Hi,

    I have not figured this out… The one issue I have now is that once I EnableRagdoll(), how do I maintain the motion/velocity should the biped be moving? At the moment it stops at the point EnableRagdoll() is invoked and has now forward momentum.

    Appreciate your help on this.

    Kris

  4. Hi Kris,

    Thanks for getting in touch, and I’m glad to hear you’re getting the hang of things. Right now, the biped script kills velocity on everything before making it ragdoll, due to some problems I experienced during testing with characters whose body parts have kinematic rigid bodies. I will revisit this issue sometime soon to see if the underlying issues in Unity have been resolved for my test cases. In the meantime, I suggest you manually set the velocity on the parts right after they go ragdoll.

Leave a Reply

Your email address will not be published. Required fields are marked *