Simple Actor Movment

Slate Forums Support Simple Actor Movment

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  • #776
    yotingo
    Participant

    I recently purchased Slate and am just trying to make my character walk from point A to point B (preferably with Root Motion). I have several questions:

    1) When using the “Pathfind To” action, is there a way to smooth the path created? I have tried decreasing the voxel size of my Navigation mesh but that didn’t help. The attached screenshot shows the sharp path.

    2) When using the “Follow Path” in conjunction with Root Motion on the Animator Track, the character will not follow the path. Instead the character continues to walk in a straight line until the animation ends. Is there a way to change directions while using Root Motion?

    3) The “Head LookAt” action isn’t working for me when the Animator Track is in use. How can I fix this?

    4) I would like another script to move one a character but the Animator Track is overriding the transforms. Is there a way to temporarily disable the Animator Track from another track? (ex. at 5:05 disable Animator Track – at 5:25 enable Animator Track)

    To conclude, is there no simple way to use Root Motion to move a character from point A to point B? If not, what work around would give the best looking results?

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    #782
    Gavalakis
    Keymaster

    Hello,

    1) I will update the PathfindTo clip to smooth the path generated in the next version. Right now the path used is the raw path generated by Unity pathfinder. That is a nice suggestion. Thanks!

    3) That was indeed a bug. I’ve send you a fix to your registered email account.

    2 & 4) When using Root Motion, the root motion data is taking over the position/rotation of the actor gameobject completely. Using Root Motion AND animating the actor position/rotation through other means (eg FollowPath) at the same time, is not something that will work correctly at least right now. I would really suggest not to use Root Motion if you want to animate the character’s transforms through other means.

    You can use a Properties Track or Animate Properties clip to manually animate the actor’s position/rotation along the cutscene time and with fine control. This is a more traditional way and may require more work, but unfortunately the pitfalls of using Root Motion are common in all cinematic/cutscene sequencer tools I’ve ever seen (taking into account other game engines as well).

    Having said that, I am already looking at ways to bypass this problem and allow usage of root motion along with other animation means to work correctly.

    Thanks.

    Join us on Discord: https://discord.gg/97q2Rjh

    #918
    yotingo
    Participant

    Thanks for the fast response and your continual commitment to improving your great software!

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