Thank you for purchasing Polyart Zombies, a collection of unique polygonal zombie characters with limbs dismemberment, ragdoll and animations.
Themed zombies: Chef, cop, construction worker, doctor, hooker, military, nun, teen boy, teen girl and waiter
Generic or casual zombies
Asset | Count |
---|---|
Zombies Characters | 20 |
Average Triangle Count | 2k |
Animations | 10 |
Materials | 1 |
Textures | 2 |
Scripts (.cs) | 2 |
Scenes | 2 |
Custom Shaders | 0 |
This scene showcases all characters with few animations. Over time their limbs fall apart and eventually the main body fall to the ground with ragdoll physics.
The DemoZombieGroup.cs script controls this scene. Our function calls of interest here are found inside the UpdateInterval(). There we access the zombie.limbs list items and a simple call to ...limbs[i].Detach() will separate the part from the main body and become part of the physics simulation. Then by calling zombie.EnableRagdoll() the ragdoll physics will be activated for the whole character. In this example script the body will fall if one of the legs or the head is detached.
This scene focuses on showcasing all animations. Here you'll find a character for each existing animation (10 at this moment). DemoZombieAnimations.cs is a simple script that applies a different animation state to each character.
Zombie Setup is accessed via the main menu Tools/DA/Zombie Setup. This tool helps with adjusting the zombie properties or configuring a new or modified character that will be prepared to work with the Zombie component.
The Zombie component is the (necrotic?) heart of our zombies. Here is kept the list of detachable limbs, information that is composed by a mesh part and a bone where it starts.
Then with handy functions you can control how and when to trigger the following features:
Zombie.limbs[i].Detach() - By calling Detach() from one of the items of the limbs list make that part fall apart and get ragdoll physics activated, while the rest of the main body keeps it current animation state.
Zombie.EnableRagdoll() - Activates ragdoll physics for the whole character.
Zombie.DisableRagdoll() - Deactivates ragdoll physics for the whole character.
The only complex task the scripts do is to pre-process the skinned mesh to prepare for the dismemberment system to work. Everything else, at this moment, is up to you depending on the type of game you are building.
This project is evolving, anything could be changed to improve or add more features.
Your feedback is important! If you have any comments, questions, or need assistance, please reach out at denys.almaral@gmail.com.
Let's get ready to zzzombieeeee!