A downloadable asset pack

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3d character velociraptor. beautiful green creature. screen shots are taken in godot 4 editor.

  1. update history
    1. 15 march 2024
    2. some weight paint adjustment
    3. i write godot tutorial for using this asset.
    4. new animations :


      1. climbing platform
      2. wake up / stand, fall / getting hit ( 4 animations )
  2. features
    1. 1854 vertices
    2. rigded using blender rigify, and set to export with gamerig toolkit. easy to create new animation or retarget other. 
    3. 15 animation. 4 attack animation, 4 run animation, 3 idle animation.
    4. textured using color,normal,roughness. all 2048x2048 in dimension
    5. nice detail, cool for close ups.
    6. include blend and gltf file
    7. note : animation with dev_ prefix are metarig rigify animation. in the final production you can delete those useless animation, but you will need them in development in blender.
  3. YOU CAN:
    1. Edit and use the asset in any commercial  or non commercial project
    2. Use the asset in any commercial  or non commercial project
  4. YOU CAN'T:
    1. Resell or distribute the asset to others
    2. Edit and resell the asset to others
    3. Credits required "Game Gland"

BEST PRACTICES ( TUTORIAL ON GODOT 4 )

  1. best way to implement attack animation . this will minimize coding greatly
    • use AnimationBlendTree, use AnimationNodeSateMachine as the tree root


    • create a BlendTree state and setup the BlendTree like picture below. you can also add time scale node for  speed variance


    • setup the attack selector. min value 0 max value 4, snapping to 1. put attack animations 1 - 4 in the line equally spaced. set the blending mode. this way you can easily select attack type without remembering animation names and add new one latter with minimal code change


    • setup the walk_direction. see picture below. put animations run_fw (forward), run_bw, run_lw (leftward),run_rw on the corresponding position. in my experience the middle point is better to put forward animation. you can also put idle animation.


    • setup the combain_walk_and_attack node. set value to 1, with add node the blend state still detects if the animation state finished and could automatically switch to next state.


    • in combain_walk_and_attack enable filtering, check all leg and tail bones. this way you have leg animation while attacking.


    • setup other states as you need. below example. transition from attack to idle_1 set to at_end. 


    • if you follow this correctly you will have someting like below. note for coders, when you call state_animator.travel("attack"). you have to call main_animator.set("parameters/attack/TimeSeek/seek_request", 0.0) without this, your animation may not start correctly. you can also set the blend space 2d here to match movement while attacking, like strafe attack, attack while moving backward etc.

feel free to comment or ask question, i'll do my best to response.

Purchase

Buy Now$1.00 USD or more

In order to download this asset pack you must purchase it at or above the minimum price of $1 USD. You will get access to the following files:

char_raptor.zip 18 MB

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