ihave the code
rigbuilder.Build();
the rigged anims still dont synch,
i also have client networktransform components on the constrained and source objecs,still doesnt work
anyone found a solution for this yet,
I still have the same issues. What should I do in the following video my character animations does not sync. I do animations on two animators, one of them is a rigcontroller and used animation rigging. Both of the objects have clientAnimatorTransform component. Should I add networkObject for all the bones?
@PaoloAbela
My solution: Only apply a client network transform to the source object. For me, it was the cinemachine virtual camera for example. Then, dont disable the camera for other players, but just set priority to 0 so you dont get their camera rendered but its still active so it can rotate.
For movement-based animations, I need to send the current input state (about 12 bits) to each player anyway to do proper predictions of turns, etc. anyway so that is forwarded to all clients for all player actors (this works well up to about 32 players, after that you need to find another solution)
Also, no offense Dex but I disagree that a buffered RPC sending the current animation state is an appropriate solution to networked animations. While it technically is one it should be only a placeholder at best.
Game where movement is critical to gameplay and animation is purely visual, such as an FPS, are more likely to want to derive animation state from movement state and drive action animations from game events.
Games where animation is integral to gameplay, such as a fighting game, may require the exact same animation sequences to play on every client, and have accurate transitions and blends - so they need even more data. So these games may send the state of animation parameters on a continual basis in addition to data dumps at each transition.
It is going to be a balance between bandwidth usage and accuracy of remote animations, and the place you end up at really depends on your requirements - probably I hybrid of these approaches in most cases. Mecanim has hooks to get at the data you need to do any of these things.
You could just mark this boolean as replicated in the source class you are taking it from.
If your animation system does not depend on a huge amount of variables just mark them as replicated.
Also make sure you are setting the animation variables on the server so they get replicated to the clients.
(If they are controlled by the player on a client you can set them there also, but make sure they are set on the server aswell so they are replicated to the other clients)
Cartoon Network Studios is an American animation studio owned by the Warner Bros. Television Studios division of Warner Bros. Entertainment, a subsidiary of Warner Bros. Discovery. The studio is the production arm of Cartoon Network, and was founded on October 21, 1994, as a division of Hanna-Barbera, until the latter was absorbed into Warner Bros. Animation on March 12, 2001.
In 2000, the network purchased a large building in Burbank, California to serve as its headquarters. Cartoon Network Studios operated in these facilities for over twenty years, and also expanded into other buildings as well. In the 2020s, after multiple corporate mergers, the studio was consolidated into Warner Bros. Animation, and continued to operate as a separate division, although it was relocated to Second Century Development as the company's new headquarters on August 1, 2023.
In the 20th century, animation as a medium became popular on television. Hanna-Barbera became the premier studio for small-screen animated programs, launching a dominant series of Saturday-morning fare, including Scooby-Doo, The Flintstones, The Jetsons, and more.[1] By the 1980s, cable television was developed,[2] with businessman Ted Turner one of its pioneers.[3] Turner founded several cable channels and also acquired vast film libraries, and in 1991 his company signed a joint deal to buy Hanna-Barbera.[4] The Cartoon Network was developed as a cable outlet to air these animated properties, which largely consisted of H-B reruns.[5] As the channel grew in subscribers, executives at the Atlanta-based company sought out original programming to supplement its catalog. Other animation-heavy cable channels, including Nickelodeon and Disney Channel, founded their own in-house studios throughout the decade as well.[6][7]
Cartoon Network Studios originated in 1994 as a division of Hanna-Barbera that focused on producing original programming for Cartoon Network. Hanna-Barbera had been located on Cahuenga Boulevard in Los Angeles since 1963, and housed the studio, its archives, and its extensive animation art collection.[8] Its first productions included What a Cartoon! (1995), an anthology series of short subjects serving as pilots for new CN programs. The first of these, Dexter's Laboratory, launched in 1996 and was an immediate success. The same year, Turner Broadcasting System was merged with Time Warner, and Hanna-Barbera closed its Cahuenga campus, relocating to Sherman Oaks Galleria in nearby Sherman Oaks, where Warner Bros. Animation was located.[9] Over the course of this transition, the Cartoon Network Studios branding was briefly phased out, with newer programs, including Johnny Bravo (1997) and The Powerpuff Girls (1998), opting for H-B branding.
On July 21, 1999, Cartoon Network officially started the studio to separate itself from the complete folding of Hanna-Barbera into Warner Bros. Animation. Following the death of the studio's co-founder William Hanna in 2001, Cartoon Network Studios took over the animation function of Hanna-Barbera.[10] The network acquired a three-story 43,000-square-foot facility located at 300 N 3rd St. in Burbank, California to house its new offices, previously a commercial bakery, and prior to that, the location of a Pacific Bell telephone exchange.[11][12] According to Cartoon Brew, the network spent around $1.2 million to renovate the building.[13] The network took counsel from its top cartoonists, Genndy Tartakovsky and Craig McCracken, on the site of its new studio, as well as design proposals for its offices.[14]
In March 2000, the network began to transfer its production offices, and on May 22, 2000, the studio was christened by veteran animator and animation advisor Joseph Barbera with a bottle of champagne.[15] The building's official opening came on August 24, 2000; former DiC and Nickelodeon employees Brian A. Miller and Jennifer Pelphrey were hired to manage the studio.[16] Mike Lazzo, then head of programming and development,[17] designed a pirate flag, with a skull bearing the channel logo in its teeth, that flew over the building for several weeks before local police threatened action over its lack of permit.[18] Its artists quickly took to its stairwell with doodles and other graffiti that filled over its twenty-year history; it was also home to a mural by artist Ian Anderson titled Mazeway to Heaven.[19] The first new productions at the new offices included Samurai Jack and Time Squad (both 2001). In 2001, Lazzo called the studio "the Termite Terrace of today."[20]
In 2002, the studio produced two television pilots for Cartoon Network's late night programming block Adult Swim: Welcome to Eltingville and The Groovenians, neither of which were picked as full series.[21][22] Also, the studio released this year its only theatrical film to date: The Powerpuff Girls Movie, based on The Powerpuff Girls, which received positive reviews from critics[23] but performed poorly at the box office. In 2006, Cartoon Network Studios collaborated with sister studio Williams Street for the first time for Korgoth of Barbaria, a television pilot made for Adult Swim, which was also not green-lit as a series.[24]
In 2007, Cartoon Network Studios began its first foray into live-action with the hybrid series Out of Jimmy's Head, and then its first fully live-action project, Ben 10: Race Against Time and its sequel, Ben 10: Alien Swarm, along with the television pilots Locker 514, Siblings and Stan the Man. The studio's first live-action series Tower Prep would arrive in 2010. Former New Line Television producer Mark Costa was hired to oversee the projects and Cartoon Network Studios' live-action production company Alive and Kicking, Inc.. Incredible Crew was the last series in that genre the studio produced for Cartoon Network. Despite the failure of live-action on the channel, the studio's infrastructure was retained to produce live-action fare for sibling programming block Adult Swim, identifying on-air as Alive and Kicking, along with two other companies (Rent Now Productions and Factual Productions), instead of using the Cartoon Network Studios banner.
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