This is more of a question than a bug I think. I use the set transform values to make certain that my characters start at a specific position prior to acting. However, the Set transform values seem to only affect the characters if placed at the beginning of a track. If it’s placed later the position is not set or it is ignored.
My characters rely on root motion.
That is indeed currently a limitation. Root Motion position and rotation is pre-baked at the start of the cutscene and then applied per-frame while the cutscene (specifically the Animator Track) is running/sampled. As such the Animator Track has complete control over the position/rotation of the actor gameobject when Root Motion is enabled, and even if a Set Transform clip is used, the Animator Track will simply override that position/rotation right on the next frame.
A solution I am thinking to work around this, is to add an optional “starting” Position and Rotation parameter in the Animator Track clips and as such each clip will be able to be positioned/rotated to the exact location/orientation that is required at the beginning of the animation clip.
Ahh, I see. Thank you for clearing that up. I came up with att similar solution by modifying your Steer Local Rotation on animation clips to also include position. So I place a short idle clip where I animate the character to where I want them to be.
You are very welcome.
Yes, this is pretty much what I was referring to adding as well 🙂 That is to do what is currently done for rotation, but also for position in the PlayAnimatorClip.
I will add it too in the next version since it makes a lot of sense to have this control.
Would you like to share your implementation if possible?
Thanks!
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