2D Fantasy Animated Character Vol.3

“2D Fantasy Animated Character Vol.3” is the animation character of the amazones whom 16 kinds of motions are included in.

I have already finished a hit judgment and a judgment of the key input, the shift of the animation to operate a character in a game from the moment when you placed this asset in the scene.In addition, I prepare character data of three kinds of size of “1024×1024” “512×512” “256×256”.Therefore the saving of data to application is possible.You may devote yourself to game development without bothering you in them.

■Content
[03_amazones_large]
Character on the basis of size of “1024×1024” becomes available.
[03_amazones_midium]
Character on the basis of size of “512×512” becomes available.
[03_amazones_small]
Character on the basis of size of “256×256″ becomes available.
[Demo]
Material to use for the Demo scene enters.
When you incorporate it in your game, you may delete it in this folder.
[DrawMod]
Scripts to use for the drawing of the character or the management of the animation enter.
Please never delete the thing of this inside not to work normally when I delete this folder.

■Usage
1,”Assets” I choose one of three folders of “03_amazones_large” right under the folder “03_amazones_midium” “03_amazones_small” and place Prefab named “ps_chara_3_amazones_Control” of the inside in the scene.
2,You come to be able to operate it with a key when you play the scene.

■Operation method in the Demo scene
Right and left key : Walk motion
x key + right or left key : Dash motion
z key : The middle section attack
z key + up key : The upper section attack
z key + bottom key : The lower berth attack
space key : Jump motion
c key : A motion at the time of the defense. Both the thunder and the bomb are invalid during this motion.
s key : Motion when he was chosen
f key : Motion when he died
q key : Victory motion
w key : Defeat motion
(when he is exposed to a bomb and thunder, it is had of a lot of and shifts to a motion)

■List of motions
00_Ready : Loop possibility.TotalFrame=60.A motion when a character was chosen.
01_Idle : Loop possibility.TotalFrame=120.A motion at the time of the wait.
02_Block_Idle : Loop possibility.TotalFrame=120.A motion at the time of the defense.
03_Stunned_Idle : Loop possibility.TotalFrame=100.A motion when he seem to faint.
04_Walk : Loop possibility.TotalFrame=80.Walk motion.
05_Damage : Loop possibility.TotalFrame=1.A motion when he received an attack.
06_Attack_1 : Loop possibility.TotalFrame=62.The middle section attack.
07_Attack_2 : Loop possibility.TotalFrame=62.The upper section attack.
08_Attack_3 : Loop possibility.TotalFrame=62.The lower berth attack.
09_Jump : Loop impossibility.TotalFrame=82.A motion before changing from a jump to a stay in air motion.
10_Fly_Idle : Loop possibility.TotalFrame=20.A motion at the time of the stay in air.
11_Fall : Loop impossibility.TotalFrame=40.A motion when he land.
12_Death : Loop impossibility.TotalFrame=74.Motion when he died
13_Run : Loop possibility.TotalFrame=50.Dash motion
14_Victory : Loop possibility.TotalFrame=120.Victory motion.
15_Lose : Loop possibility.TotalFrame=80.Defeat motion.

■Tips
I can transfer the motion by operating “mode_motion” which is the variable of the “Animator” in the “ps_chara_3_amazones” prefab house component when I control the movement of the character on a script.
As you describe it as a test sample in “DrawMode/Script/playerMgr.cs”, please refer to it.

■Version history
1.0 : Released

2D Fantasy Animated Character Vol.2

“2D Fantasy Animated Character Vol.2” is the animation character of the “flower girl” whom 16 kinds of motions are included in.

I have already finished a hit judgment and a judgment of the key input, the shift of the animation to operate a character in a game from the moment when you placed this asset in the scene.In addition, I prepare character data of three kinds of size of “1024×1024” “512×512” “256×256”.Therefore the saving of data to application is possible.You may devote yourself to game development without bothering you in them.

■Content

[02_flower_girl_large]

Character on the basis of size of “1024×1024” becomes available.

[02_flower_girl_midium]

Character on the basis of size of “512×512” becomes available.

[02_flower_girl_small]

Character on the basis of size of “256×256″ becomes available.

[Demo]

Material to use for the Demo scene enters.

When you incorporate it in your game, you may delete it in this folder.

[DrawMod]

Scripts to use for the drawing of the character or the management of the animation enter.

Please never delete the thing of this inside not to work normally when I delete this folder.

■Usage

1,”Assets” I choose one of three folders of “02_flower_girl_large” right under the folder “02_flower_girl_midium” “02_flower_girl_small” and place Prefab named “ps_chara_2_flower_girl_Control” of the inside in the scene.

2,You come to be able to operate it with a key when you play the scene.

■Operation method in the Demo scene

Right and left key            :    Walk motion

x key + right or left key    :    Dash motion

z key            :    Light attack

z key + up key        : Medium attack

z key + bottom key        : Strong attack

space key        :    Jump motion

c key            :    A motion at the time of the defense. Both the thunder and the bomb are invalid during this motion.

s key            :    Motion when he was chosen

f key            :    Motion when he died

q key            :    Victory motion

w key            :    Defeat motion

(when he is exposed to a bomb and thunder, it is had of a lot of and shifts to a motion)

■List of motions

00_Ready         :    Loop possibility.TotalFrame=60.A motion when a character was chosen.

01_Idle            :    Loop possibility.TotalFrame=120.A motion at the time of the wait.

02_Block_Idle        :    Loop possibility.TotalFrame=120.A motion at the time of the defense.

03_Stunned_Idle    :    Loop possibility.TotalFrame=100.A motion when he seem to faint.

04_Walk            :    Loop possibility.TotalFrame=80.Walk motion.

05_Damage        :    Loop possibility.TotalFrame=1.A motion when he received an attack.

06_Attack_1        :    Loop possibility.TotalFrame=41.Light attack.

07_Attack_2        :    Loop possibility.TotalFrame=81.Medium attack.

08_Attack_3        :    Loop possibility.TotalFrame=161.Strong attack.

09_Jump            :    Loop impossibility.TotalFrame=82.A motion before changing from a jump to a stay in air motion.

10_Fly_Idle        :    Loop possibility.TotalFrame=20.A motion at the time of the stay in air.

11_Fall            :    Loop impossibility.TotalFrame=40.A motion when he land.

12_Death            :    Loop impossibility.TotalFrame=74.Motion when he died

13_Run            :    Loop possibility.TotalFrame=50.Dash motion

14_Victory        :    Loop possibility.TotalFrame=120.Victory motion.

15_Lose            :    Loop possibility.TotalFrame=80.Defeat motion.

■Tips

I can transfer the motion by operating “mode_motion” which is the variable of the “Animator” in the “ps_chara_2_flower_girl” prefab house component when I control the movement of the character on a script.

As you describe it as a test sample in “DrawMode/Script/playerMgr.cs”, please refer to it.

■Version history

1.0    :    Released

2D Fantasy Animated Character Vol.1

 

“2D Fantasy Animated Character Vol.1” is the animation character of the soldier whom 16 kinds of motions are included in.

I have already finished a hit judgment and a judgment of the key input, the shift of the animation to operate a character in a game from the moment when you placed this asset in the scene.In addition, I prepare character data of three kinds of size of “1024×1024” “512×512” “256×256”.Therefore the saving of data to application is possible.You may devote yourself to game development without bothering you in them.

■Content
[01_soldier_large]
Character on the basis of size of “1024×1024” becomes available.
[01_soldier_midium]
Character on the basis of size of “512×512” becomes available.
[01_soldier_small]
Character on the basis of size of “256×256″ becomes available.
[Demo]
Material to use for the Demo scene enters.
When you incorporate it in your game, you may delete it in this folder.
[DrawMod]
Scripts to use for the drawing of the character or the management of the animation enter.
Please never delete the thing of this inside not to work normally when I delete this folder.

■Usage
1,”Assets” I choose one of three folders of “01_soldier_large” right under the folder “01_soldier_midium” “01_soldier_small” and place Prefab named “ps_chara_1_soldier_Control” of the inside in the scene.
2,You come to be able to operate it with a key when you play the scene.

■Operation method in the Demo scene
Right and left key : Walk motion
x key + right or left key : Dash motion
z key : The middle section attack
z key + up key : The upper section attack
z key + bottom key : The lower berth attack
space key : Jump motion
c key : A motion at the time of the defense. Both the thunder and the bomb are invalid during this motion.
s key : Motion when he was chosen
f key : Motion when he died
q key : Victory motion
w key : Defeat motion
(when he is exposed to a bomb and thunder, it is had of a lot of and shifts to a motion)

■List of motions
00_Ready : Loop possibility.TotalFrame=60.A motion when a character was chosen.
01_Idle : Loop possibility.TotalFrame=120.A motion at the time of the wait.
02_Block_Idle : Loop possibility.TotalFrame=120.A motion at the time of the defense.
03_Stunned_Idle : Loop possibility.TotalFrame=100.A motion when he seem to faint.
04_Walk : Loop possibility.TotalFrame=80.Walk motion.
05_Damage : Loop possibility.TotalFrame=1.A motion when he received an attack.
06_Attack_1 : Loop possibility.TotalFrame=62.The middle section attack.
07_Attack_2 : Loop possibility.TotalFrame=62.The upper section attack.
08_Attack_3 : Loop possibility.TotalFrame=62.The lower berth attack.
09_Jump : Loop impossibility.TotalFrame=82.A motion before changing from a jump to a stay in air motion.
10_Fly_Idle : Loop possibility.TotalFrame=20.A motion at the time of the stay in air.
11_Fall : Loop impossibility.TotalFrame=40.A motion when he land.
12_Death : Loop impossibility.TotalFrame=74.Motion when he died
13_Run : Loop possibility.TotalFrame=50.Dash motion
14_Victory : Loop possibility.TotalFrame=120.Victory motion.
15_Lose : Loop possibility.TotalFrame=80.Defeat motion.

■Tips
I can transfer the motion by operating “mode_motion” which is the variable of the “Animator” in the “ps_chara_1_soldier” prefab house component when I control the movement of the character on a script.
As you describe it as a test sample in “DrawMode/Script/playerMgr.cs”, please refer to it.

■Version history
1.0 : Released

Gargoyle Pack Ver1.01

This 3D models are going to show it in Unity.

 

This model group is a gargoyle’s low poly model.
Since we carefully set up the bump map, it is suitable for use in games etc. with few vertices.
Why do not you try using this model for PV movies and games’ mobs and bosses?
By the way, I think the animation type to be available in avator of VR contents because I apply Humanoid.

Animation List

0,Idle
1,Block_Idle
2,Stunned_Idle
3,Walk
4,Get_Damage_1
5,Get_Damage_2
6,Attack_1
7,Attack_2
8,Attack_3
9,Jump
10,Fly_Idle
11,Fall
12,Death_Flying
13,Death
14,Run

Motion Demo

Type A

Color Green
Face 5664 Vertex 5698
TextureSize 2048×2048(png)
BumpMap TextureSize 2048×2048(png)

Type B

Color Green
Face 6000 Vertex 6031
TextureSize 2048×2048(png)
BumpMap TextureSize 2048×2048(png)

Type C

Color Silver
Face 6808 Vertex 6846
TextureSize 2048×2048(png)
BumpMap TextureSize 2048×2048(png)

 

Update History

Ver1.0

– First release

Ver1.01

– I used an post processing effects for a screen.

 

 


 

Download Page
E-Mail Customer Support

Asset “Gargoyle Pack” Ver1.0

This 3D models are going to show it in Unity.

 

This model group is a gargoyle’s low poly model.
Since we carefully set up the bump map, it is suitable for use in games etc. with few vertices.
Why do not you try using this model for PV movies and games’ mobs and bosses?
By the way, I think the animation type to be available in avator of VR contents because I apply Humanoid.

Animation List

0,Idle
1,Block_Idle
2,Stunned_Idle
3,Walk
4,Get_Damage_1
5,Get_Damage_2
6,Attack_1
7,Attack_2
8,Attack_3
9,Jump
10,Fly_Idle
11,Fall
12,Death_Flying
13,Death
14,Run

Motion Demo

Type A

Color Green
Face 5664 Vertex 5698
TextureSize 2048×2048(png)
BumpMap TextureSize 2048×2048(png)

Type B

Color Red
Face 6000 Vertex 6031
TextureSize 2048×2048(png)
BumpMap TextureSize 2048×2048(png)

Type C

Color Silver
Face 6808 Vertex 6846
TextureSize 2048×2048(png)
BumpMap TextureSize 2048×2048(png)

 

about the project

red charactors-Update location

Directory configuration

Yaki_Gargoyle_Pack/
┣Animation/
┃     ┣gagoa_0_idle.controller
┃     ┣gagoa_1_walk_and_run.controller
┃     ┣gagoa_2_atk_and_damage.controller
┃     ┣gagoa_3_fly.controller
┃     ┣gagob_0_idle.controller
┃     ┣gagob_1_walk_and_run.controller
┃     ┣gagob_2_atk_and_damage.controller
┃     ┣gagob_3_fly.controller
┃     ┣gagoc_0_idle.controller
┃     ┣gagoc_1_walk_and_run.controller
┃     ┣gagoc_2_atk_and_damage.controller
┃     ┗gagoc_3_fly.controller
┣Demo/
┃     ┣Gargoyle_TypeA_0_Idle.unity
┃     ┣Gargoyle_TypeA_1_Walk_And_Run.unity
┃     ┣Gargoyle_TypeA_2_Atk_And_Damage.unity
┃     ┣Gargoyle_TypeA_3_Fly.unity
┃     ┣Gargoyle_TypeB_0_Idle.unity
┃     ┣Gargoyle_TypeB_1_Walk_And_Run.unity
┃     ┣Gargoyle_TypeB_2_Atk_And_Damage.unity
┃     ┣Gargoyle_TypeB_3_Fly.unity
┃     ┣Gargoyle_TypeC_0_Idle.unity
┃     ┣Gargoyle_TypeC_1_Walk_And_Run.unity
┃     ┣Gargoyle_TypeC_2_Atk_And_Damage.unity
┃     ┗Gargoyle_TypeC_3_Fly.unity
┣Gagoyle_A/
┃     ┣gagoa.fbx
┃     ┃     ┣metarig
┃     ┃     ┣wholebody(Prefab)
┃     ┃     ┣wholebody(Meshes)
┃     ┃     ┣metarig|00_Idle
┃     ┃     ┣metarig|01_Block_Idle
┃     ┃     ┣metarig|02_Stunned_Idle
┃     ┃     ┣metarig|03_Walk
┃     ┃     ┣metarig|04_Get_Damage_1
┃     ┃     ┣metarig|05_Get_Damage_2
┃     ┃     ┣metarig|06_Attack_1
┃     ┃     ┣metarig|07_Attack_2
┃     ┃     ┣metarig|08_Attack_3
┃     ┃     ┣metarig|09_Jump
┃     ┃     ┣metarig|10_Fly_Idle
┃     ┃     ┣metarig|11_Fall
┃     ┃     ┣metarig|12_Death_Flying
┃     ┃     ┣metarig|13_Death
┃     ┃     ┣metarig|14_Run
┃     ┃     ┗gagoaAvatar
┃     ┣gagoa_mat.mat
┃     ┣gagoa_normal.png
┃     ┗gagoa_tex.png
┣Gagoyle_B/
┃     ┣gagob.fbx
┃     ┃     ┣metarig
┃     ┃     ┣wholebody(Prefab)
┃     ┃     ┣wholebody(Meshes)
┃     ┃     ┣metarig|00_Idle
┃     ┃     ┣metarig|01_Block_Idle
┃     ┃     ┣metarig|02_Stunned_Idle
┃     ┃     ┣metarig|03_Walk
┃     ┃     ┣metarig|04_Get_Damage_1
┃     ┃     ┣metarig|05_Get_Damage_2
┃     ┃     ┣metarig|06_Attack_1
┃     ┃     ┣metarig|07_Attack_2
┃     ┃     ┣metarig|08_Attack_3
┃     ┃     ┣metarig|09_Jump
┃     ┃     ┣metarig|10_Fly_Idle
┃     ┃     ┣metarig|11_Fall
┃     ┃     ┣metarig|12_Death_Flying
┃     ┃     ┣metarig|13_Death
┃     ┃     ┣metarig|14_Run
┃     ┃     ┗gagobAvatar
┃     ┣gagob_mat.mat
┃     ┣gagob_normal.png
┃     ┗gagob_tex.png
┣Gagoyle_C/
┃     ┣gagoc.fbx
┃     ┃     ┣metarig
┃     ┃     ┣wholebody(Prefab)
┃     ┃     ┣wholebody(Meshes)
┃     ┃     ┣metarig|00_Idle
┃     ┃     ┣metarig|01_Block_Idle
┃     ┃     ┣metarig|02_Stunned_Idle
┃     ┃     ┣metarig|03_Walk
┃     ┃     ┣metarig|04_Get_Damage_1
┃     ┃     ┣metarig|05_Get_Damage_2
┃     ┃     ┣metarig|06_Attack_1
┃     ┃     ┣metarig|07_Attack_2
┃     ┃     ┣metarig|08_Attack_3
┃     ┃     ┣metarig|09_Jump
┃     ┃     ┣metarig|10_Fly_Idle
┃     ┃     ┣metarig|11_Fall
┃     ┃     ┣metarig|12_Death_Flying
┃     ┃     ┣metarig|13_Death
┃     ┃     ┣metarig|14_Run
┃     ┃     ┗gagocAvatar
┃     ┣gagoc_mat.mat
┃     ┣gagoc_normal.png
┃     ┗gagoc_tex.png
┣Scripts/
┃     ┗RotateObj.cs
┣readme_en.txt
┗readme_ja.txt

 

Description

Animation Folder

Animation controllers of models are contained in that.
There are four this animation controller about each model.
I can join a motion “to fall down” “to walk” “to run” thanks to these animation controllers together smoothly.

Demo Folder

It is the demonstration of the animation controller.
Such as the following animations work.

Gagoyle_A Folder

It is type A of the gargoyle.
Normal map and texture and FBX file and material enter.
This gargoyle such as the animal make a move.

Gagoyle_B Folder

It is type B of the gargoyle.
Normal map and texture and FBX file and material enter.
This gargoyle such as an animal and the human middle make a move.

Gagoyle_C Folder

It is type C of the gargoyle.
Normal map and texture and FBX file and material enter.
This gargoyle such as the human make a move.

Scripts Folder

A script turning a model around the Y-axis enters.
This is used in all demonstrations of the project.

readme_en.txt

It is English ReadMe Text.

readme_ja.txt

It is Japanease ReadMe Text.

Update History

Ver1.0

– First release

 

 


 

Download Page
E-Mail Customer Support