Search Unity

Character Model "Tilting" based on Controller Input

Discussion in 'Physics' started by vincentellis, Jan 15, 2018.

  1. vincentellis

    vincentellis

    Joined:
    Oct 21, 2013
    Posts:
    100
    So, I've been trying to customize the standard character controller to match the procedural animation technique by Wolfire Games as shown here:




    I've been applying a small rotation to the hip bone based on the key that is being pressed: W, A, S or D. However, it's not as smooth as that. The rotation is very abrupt and doesn't sway to the direction. Does anyone know how to do this, technically? It is really a hip bone rotation?
     
  2. dibdab

    dibdab

    Joined:
    Jul 5, 2011
    Posts:
    846
    you can do the tilting with blendtree
    or
    quaternion.slerp
    or

    adding rotation value gradually (clamped) or by animationcurve

    and this is not hip transform but object root transform rotated
     
  3. vincentellis

    vincentellis

    Joined:
    Oct 21, 2013
    Posts:
    100
    But if i transform the root, that will make the feet of the player go up in the air and dig into the floor. :O
     
  4. dibdab

    dibdab

    Joined:
    Jul 5, 2011
    Posts:
    846
    that's what feetIK is for to take care of
    maybe its leg limbs separate here, off the upperbody. so not the whole root, but the legs parent is rotated...

    but if this is not traditionally animated, then all the limbs of the skeleton, must be rotated separately

    or maybe I'm totally off and it's completely different
     
  5. vincentellis

    vincentellis

    Joined:
    Oct 21, 2013
    Posts:
    100
    Bumping.
     
  6. vincentellis

    vincentellis

    Joined:
    Oct 21, 2013
    Posts:
    100
  7. vincentellis

    vincentellis

    Joined:
    Oct 21, 2013
    Posts:
    100