Hello I would like to report few important bugs, and some improvements that Could be done.
BUGS:
1. Skinned Mesh Particles are shown not proper way on actors using slate (could be related with FInal IK but not sure now, For earlier version fix was disabling “Fix Transforms” in FBIK script now it don’t work even this way.
2.Animator Blending 2 animations of actor gives little bit spike/ jump of character Probably just bad weigh mixing in one frame) Happends esspecially when using second animator layer (with blend mode and weight to 1)
3. There is sometimes Editor Lag when Using cutscene described above, Probably only when using cutscenes as prefabs, cause fix if that situation will happend is to “Apply” cutscene prefab, then lag just dissapear
4. if You for example just click on the middle of cutscene Characters are in not proper position, so when using FInal Ik just slide cutscene from start, or play from start and then edit to have proper position of characters, (the same as in build) I Talked with FInal IK cretor, and I think there is fix for that using new “Defeault position” in Final IK 2.0. I will copy here messages from FInal IK creator, when You will be fixing it. Since FInal IK 2.0 there is Editor IK script, But there is posiblity it is not related with that bug.
IMPROVEMENTS:
1.Would be great to have option do “Disable Auto creation of Camera Director” – it could help in many situation of developing with multiple scenes when camera is on one and cut-scene on another, Cause even if scene are always loaded together in play mode, sometimes in editor You just drag and drop scene to editor to load few at once, and if scene with only cut-scenes is loaded for a moment and then Cutscene director is created, and then there is 2 on multiple scenes. So That option would allow to handle it by user (and for example have setup of camera with his own image effects without risk to create another without image effects etc.
1) I just tried Skinned Mesh Particle emitter and even without Slate doing anything (thus only FinalIK FBIK alone), the particles still do not show correctly emitting from the mesh when a limb for example has its IK positioned somewhere. I have tested this in Unity 2019.4.16f1. I have tried both fixTransforms and non fixTransforms but both result the same. As such it seems that this issue is not really related to Slate in any way (I didn’t even have Slate installed in the test project).
2) I unfortunately wasn’t able to replicate any sort of “jumping” when blending two animator clips on an actor (I have also tried multiple animator layers). Can you please provide an example case of this issue? A reproduction of this problem will be very helpful as usual of course!
3) Can you please describe when the “lag” happens more specifically? For example, does it happen when you scrub a cutscene time, when you are moving clips around, or something different? Also by saying “prefab”, do you mean working with a cutscene prefab instance in the scene?
4) Are you referring to “position” as in root motion position of the character, or as in IK position of a final IK limb for example? I presume you are referring to IK limb, however after testing this here, the limb position is always correct… Once again a reproduction case example would be great here so that I can see what you mean since I can’t find any problems on my end. :-/
5) I have just added an option in the Preferences named “Auto Create Director Camera”. When this is disabled no director camera will automatically be created.
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