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1.2



UPDATE - UNITY

COMBAT GIRLS 


Updated Assets

Icon_CombatGirls_Rifle.png
Icon_CombatGirls_Pistol.png
Icon_CombatGirls_Shotgun.png
Icon_DualPistol.png

Notice


The main change in this update is that the weapon binding method has been switched from the previous Weapon Bone–based approach to a Hand Bone–based approach. Based on this, we have applied Unity’s Parent Constraint feature and IK to ensure that the weapon remains stably fixed in the character’s hand without detaching.

When using the previously baked Weapon Bone within animations, issues could occur where the position becomes misaligned during blend trees or animation blending. To address this, we have restructured the system so that weapons are separated from the FBX and prefabs, allowing them to be independently swapped and controlled.

Additionally, in response to numerous customer requests, we have added directional movement animation sets. These are designed so that all directional movement can be controlled using only six clips through a blend tree.

If you have any feedback or notice areas that require improvement during use, please feel free to share it with us. We will continue to incorporate feedback to further enhance the quality of the product. Thank you.


Version Change


  1. The minimum Unity version has been changed.
    2021.3.7f1 → 2021.3.20f1

  1. Support for MagicaCloth 1 has ended. 
    The entire Combat Girls series has been switched to MagicaCloth 2.

Added Animations and Changes to FBX Naming



  1. ▶️Added 6 sets  of forward, backward, left, and right movement that allow for smooth 8-way blending for aim walking

    AimWalk_F,  AimWalk_FL, AimWalk_FR
    AimWalk_B,  AimWalk_BL, AimWalk_BR

    Crouch_AimWalk_F, Crouch_AimWalk_FL, Crouch_AimWalk_FR 
    Crouch_AimWalk_B, Crouch_AimWalk_BL, Crouch_AimWalk_BR

  1. Weapon initials are now added as prefixes to animation FBXs.
    Rifle : Die_F  →  R_Die_F
    Dual Pistol : AimJog  →  DP_AimJog

  1. Duplicate animation names have been corrected.
    Hit1,  Hit2  →  Hit_Upper,  Hit_Low
    Die1,  Die2  →  Die_F,  Die_B


Changes to Characters and Humanoids


  1. Weapons are controlled through the Character_Weapon_Controller using the Events Function and String of the Animation.FBX during animation. (Parent Constraint, IK)

  1. The weapon FBX and Prefab have been separated from the character.

  1. The weapon position has been moved to the Hand.

  1. "Humanoid_Fe~weapon” removed, replaced with Humanoid_F_weapon

  1. The character's Full_Body Prefab has been modified

  1. A “Weapon_Bone_Dummy” Empty object has been added under the root/add_weapon Bone. (Excluding some Combat Girls)'

  1. A “Put_Socket_” Empty object has been added at the position of the Weapon Take/Put animations.'

  1. "To_Hand_R/L_Socket” Empty objects have been added under the Hand Bone.





Animator Controller State Name Changes


  1. To prevent confusion within the Animator Controller and for easier identification, the State names have been changed to match the names of the animation FBX files.


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Unity_001.png

Script Inspector Description


  1. Character_Weapon_Controller.cs Location : CombatGirlsCharacterPack\Biperworks_Tools\CombatGirls_Weapon_Control

  1. Animation Event Trigger = SwitchSocket (hard-coded function trigger). < Please enter this in the Function field of the Events tab in the animation FBX. >

  1. Default Event String = The string that works by default without creating a separate event in the animation. (If an event exists in the active animation, the Default Event String will be overridden.)


Unity_002.png
  1. String = A trigger that activates the Parent Constraint when the Event-Function of the Animation.FBX is executed. < Please enter this in the String field of the Events tab in the animation FBX. >

  1. Support IK Settings = Enables IK (Supports Left Hand/Foot, Right Hand/Foot). < Please enter this in the String field of the Events tab in the animation FBX. >





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How to Convert 
Package Files 
for Unity

  • 1. Extract the downloaded ZIP file.

  • 2. Open the Rifle Girl scene 
  • (or scene for your character type).

  • 3. Drag and drop the extracted Unity package file into the scene.

  • 4. Alternatively, select “Import Package” and import all the files.

  • 5. The materials will be automatically assigned.
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