Reactor Based NPC Pack Drag and drop .unitypackages of interactive characters using the Mona Reactors. Customize your scene with one person, or a whole group using our asset pack.
Included below are instructions of how to add your own characters and animations to our fully customizable templates.
Visual Scripting NPC Pack Custom built visual scripted NPC templates by Boomboxheads. Utilize multiple styles of waypoint finding systems to add direction and purpose to how your characters move around the space.
6/11/23
5/28/23
Import unity package
Find prefabs in the Prefab Folder
Each build has 3 reactors, one to power a larger area trigger, and a left and right trigger.
Robot Variant 2 - Main Parent object
Armature - armature/bones mixamorig:Hips - Root node - capsule collider Upper Body - Mesh Reactor area - large green box, larger trigger area Reactor area left - green trigger box to left of character Reactor area right - green trigger box to left of character
Animator Breakdown
Each reactor is set up to perform a trigger. Each has its own box collider and has a single trigger upon entry. You can add more reactors or use bools and floats for more complex character development.
For more info on reactors visit the MONA Docs below: https://docs.monaverse.com/create/building-spaces/adding-interactivity/reactor-overview
Our FRENS characters are ready to play directly in the world, but if you would like to swap out an animation or character, review the steps below.
These characters are using the mixamo rig and can easily add a mixamo animation to the character.
a. Go to the Mixamo website (mixamo.com) and create an account if you haven't already. Everything is free. b. Browse or search for an animation you want to download and select it. c. Choose the options FBX for Unity and select Without Skin and click "Download".
a. Open your Unity project and navigate to the Assets folder where you want to store the animation. b. Drag and drop the downloaded Unity.FBX animation file into the Assets folder. c. Unity will import the animation, and you will see it appear in the project hierarchy.
a. After importing the FBX animation into Unity, locate the imported FBX file in the project hierarchy. b. Select the FBX file to open its settings in the Inspector window. c. In the Inspector window, find the "Rig" section. g. Click on the small circle next to the "Copy From" field to open the popup menu. h. In the popup menu, select the "lookingbehindavatar" avatar from the available options. k. Make any additional adjustments or settings in the Inspector as desired.
a. Open your Unity project and locate the existing Animator Controller you want to add the animation to in the Project window. b. Double-click on the Animator Controller to open it in the Animator window. c. In the Animator window, you will see a default state with an entry arrow pointing to it. This is the starting point of your animation transitions. d. Click on the animation you are trying to change in the animator, and go over to the inspector. If you select the circle to the right of the tab, it will open a window where you can select your new animation
Thats how to easily swap out an animation!
a. Open your Unity project and locate the existing Animator Controller you want to add the animation to in the Project window. b. Double-click on the Animator Controller to open it in the Animator window. c. In the Animator window, you will see a default state with an entry arrow pointing to it. This is the starting point of your animation transitions. d. In the Project window, locate the FBX file containing the desired animation. e. Drag and drop the animation directly from the FBX file into the Animator window. This will create a new state with the animation. g. Right-click on the new state and select "Set as Layer Default State" to change the default state of the Animator Controller if needed.
To copy or redo the transitions similar to the existing setup:
To add new trigger parameters to the Animator:
In the Animator window, locate the Parameters section on the left side.
Click on the "+" button to add a new parameter.
Select "Trigger" as the parameter type.
Enter a name for the new trigger parameter.
Heads up: If you add a new parameter, you will also need to change the name of the trigger in the reactors.
h. Adjust any other transition settings or parameters as desired by selecting the transition arrows or states and modifying the properties in the Inspector window. i. Save the Animator Controller by clicking "File" in the Unity menu and selecting "Save" or by using the keyboard shortcut Ctrl+S (Windows) or Command+S (Mac). j. Press play in Unity and check if the animation is playing. If you added an animation as a trigger, you can activate the trigger using the parameters in the Animator Controller.
That's it! You have successfully added an animation from an FBX file to an existing Animator in Unity.
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Modeling tools -CATS Blender Plugin - https://github.com/absolute-quantum/cats-blender-plugin Help assign armature to model, clean and fix rig, and apply the rest/t-pose
-Simplygon - https://www.simplygon.com/ Model optimization and LOD generator. Combine and bake multiple textures, remesh and optimize models
Animation and Character Resources -Mixamo - https://www.mixamo.com/ Free motion capture animations and game models by Adobe
-Actorcore - https://actorcore.reallusion.com/ Motion capture (mocap) animations, beta rigging tool and game models with some free assets
-Text Magic -https://freetools.textmagic.com/text-to-speech FREE text to mp3 audio generator
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Creating Avatars ...
Creating Animator ...
Creating transitions, parameters ...
Working with Anystate ...
Feel free to modify or adjust these steps based on your specific needs and preferences.