I cannot rotate the character then move it by using the root motion in the new direction. The LookAt rotation seems to be overlayed over the original root rotation and applied each frame after the animation updates because root motion moves the character in the original direction instead of new one
Hello,
Because the root motion position and rotation is being pre-baked and not computed in a per frame basis, changing the rotation of the object with other clips when root motion is enabled does not have the desired effect right now. I took a look at this though, and in the updated version of the “Play Animator Clip” that I attached in my reply to your other post, I’ve also added an animatable rotation parameter.
This rotation parameter can be used to change the steer direction of the actor while using root motion. For example:
1. The steer works perfectly fine! Thank You very much for this! The only strange thing that I noticed with the steer are some strange non-clickable empty keyframes that seem to exist in the clip now (I can still add my own and set them correctly). Screen attached.
2. The playbackSpeed also works fine but it would be great if it could be animated. Tried to add [AnimatableParameter] instead of [Range] but the results were not as expected (during the speed change the animation plays super fast to adjust itself to the new timescale). We don’t have to animate this property (we can do some workarounds), but having such option would still be nice 🙂
I am really glad this works out for you! 🙂
Regarding the non-clickable keyframes, it’s not that they are not clickable, but rather that those keyframes shown in the image are keyframes of the “Get_Up” clip, but currently the “Body_Drag” clip is selected. Thus, you will have to select the “Get_Up” clip to modify those keyframes.
Thanks.
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