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Motion Controller

Discussion in 'Assets and Asset Store' started by Tryz, Feb 21, 2014.

  1. ISH_the_Creator

    ISH_the_Creator

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    Thats nice. I didn't see anything on facial animation. Is there mocap for that to.

    I'm building a rig with blendshapes how I always hate this part of rigging
     
  2. Tryz

    Tryz

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    recon0303 likes this.
  3. recon0303

    recon0303

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    Oh I rather do facial rigging in MAYA to be honest. But its not for everyone .
     
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  4. Guneriboi

    Guneriboi

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    Hey Recon,

    This is my first time responding to this forum. I'm interested in your survival game as we are also creating one. The difference with ours is that we are basing this on the historical accuracy of the First Nations people of Australia.

    My question is about whether you might be able to assist us with some of the more difficult cultural animations we need including throwing spears with woomera and boomerangs.


     
    Tryz likes this.
  5. Twoonebe

    Twoonebe

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    Hello Recon thank you for your answer, I have not start to integrate Montion Controller in Unet when it`s so buggy

    If it is so with Unet, what would you recommend for an ARPG Photon Bolt or something als has anyone here experience
    And then the second question how did you integrate the Motion Controller in this network
     
  6. AndyNeoman

    AndyNeoman

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    Morning all,

    I have a quick question regarding tilting. I like what it does for the character - it looks much better with my playing at the correct angle for any slopes but it cause a huge jerking motion to the camera (I use ootii is camera system too). Has anyone found a way to keep the tilting feature without it effecting the camera orientation?
     
  7. Tryz

    Tryz

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    Hey Andy,

    When you say camera system, I think you mean the Camera Controller and not the Orbit Rig or Follow Rig that come with the MC. With the latest update, there's a feature in the CC you can uncheck called "Rotate Anchor Offset":



    Normally the Anchor Offset (which is what the camera follows) will be based on the Anchor's rotation (including tilt). Unchecking this option removes that rotation. So, the camera won't tilt.

    Depending on how extreme your slopes are, this should work for you. However, if your character is tilting 180-degrees or even 90-degree, it may not be a good experience as the camera won't be relative to the character.

    Which camera motor are you using? I'm not seeing any huge jerking motion, but by default the camera does re-position with the tilt in order to keep the correct distance and stay relative to the character. How much re-positioning depends on the angle change. Collisions could be affecting this too.

    Here's a comparison of a 45 degree angle change:


    You can see how the camera rotation and position change (or don't) based on the check box.
     
    AndyNeoman likes this.
  8. Stanchion

    Stanchion

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    I've made something pretty similar to an ARPG with Bolt


    In addition I've integrated Motion Controller with Bolt, let me know if you need help with that.
     
    MateAndor, rubble1, Twoonebe and 4 others like this.
  9. AndyNeoman

    AndyNeoman

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    Thanks Tim, Works nicely.

    Ideally, I would probably have it following the tilting but much more slowly is there a way to do that to compare the effects?

    I am using your camera controller with standard 3rd person setup with adventure style. It is quite a rugged mountain terrain and player is a quadruped.
     
    Tryz likes this.
  10. Tryz

    Tryz

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    Awesome!
     
  11. Tryz

    Tryz

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    While you could create a motor to do that, the existing motors tilt quickly to try and keep the view the same as much as possible. Early on, I just didn't like the slow tilting because is created a drag on the whole camera.

    If you want to try creating your own camera motor, you can inherit from the one that you're using and add some drag or Lerp to the result. That will slow it down.
     
    AndyNeoman likes this.
  12. magique

    magique

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    I haven't tried the latest version yet, but I've seen an issue a few times now and wanted to report it. If I'm running and go up a hill until I hit the slope limit then the character stops moving forward. Now at that point if you press jump to try to continue up a bit higher, not only doesn't it jump, but it is now stuck in run mode and won't stop running.
     
  13. Tryz

    Tryz

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    Thanks. I'll give this a try.

    When you say "now stuck in run mode". Do you mean while you keep pressing "W" to move forward or even if you let off of the movement keys?

    What degree is the slope? I'm trying to duplicate.

    EDIT:
    I'm trying some different slopes and not seeing it, but these kinds of things can be very specific to your setup. Can you send me (tim@ootii.com) screen shots of your Actor Controller (include the body shape details), the motion properties of the WalkRunX motion you're using, and a screen shot of the terrain? That may help me duplicate it.

     
    Last edited: Mar 10, 2017
  14. magique

    magique

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    It gets stuck even when pressing nothing so the character just keeps running forever. Last time I tried it I had to press jump a couple of times while running up the slope before the issue manifested. I actually just used the Y-Bot Player from the Archery demo and was running around the Forest scene from BEP 3. I don't remember if I changed any actor properties, but when I get home I can take screenshots. Perhaps this is all solved with the latest version?
     
  15. recon0303

    recon0303

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    Well I would use anything but UNET. Stanchion had to help us with some of the Bolt and MC issues they we had ..when working together. They had issues with them not always playing at the same time, they also didn't always play the animations... SO we had to reach out to the Bolt Developers to see why..

    We had our own working with Bolt just fine.. So it was an odd issue . But wasn't alot of work that needed to be done, Stanchion from, Bolt can help you with the Bolt end of it... The Motion Controller side you will have to ask us here if you run into any issues. But I SUGGEST making sure you understand Motion Controller before you do any networking..If you do great.


    So I suggest to use Bolt, or Pun, your choice on what you want to use, I own both and Prefer Bolt, I feel its easier to use for people with less networking experience. and the support is really good. But its even better with people with experience. Photon Pun seem like a pain to get into at first with no or limited Networking experience.... I have a little from web development, but not much for game as I always hired a net coder for our games.. Which I'm now taking the time to learn more and more which is important for coding your game anyways...
     
    Last edited: Mar 11, 2017
  16. recon0303

    recon0303

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    Hello Thanks for the offer, but my plate is full, and I no longer take contract work . Due to all my time being put into my company now, and I do limited contract work for a two AAA companies. So I just can't anymore. Sorry, I do plan to sell my animations on the store in the near future.

    Some will have spear throwing, archery and much of it for survival type of games, we plan to have a survival animation pack actually.

    Sorry Tim. Hope that was ok to be off topic.

    Please message me for any more info, so we don't go off topic on MC's forums.
     
  17. recon0303

    recon0303

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    so far I love it. But its still new to us... there is always clean up, so if you got something like this, I do suggest owning Maya, atleast... Then Motion Builder, is not required but helps a heap.. But NOT required. I tried to do clean up before with Blender since one of the guys on my team didn't have access to Maya, and it was a night mare... I had to redo everything.. So that is why I suggest using Maya. Max prolly would be ok.. as well. Modo great for 3D, but also was terrible for animations, and clean up.. I tend to test other programs for people we hire. Not saying its not possible with any other program, it's what I'm recommended .to get clean clean up animations and its easier to do, so its a huge time saver..

    Time is Money we all know right? lol

    I will give you more info as I use it, since its very new to us still, I have used other mo-cap rigs, and I like this than any other I have used before so far.
     
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  18. reocwolf

    reocwolf

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    I'm curious to see the MC do something like this rather than medieval stuff.

     
  19. Harekelas

    Harekelas

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    Hi,
    Motion controller saved a lot of time for me to set up the movements for my character.
    But I got some questions to ask
    1. I'm using the camera controller for the first person view, and found a problem when the character climbs 2 meter blocks
    see the gif below, the position changed to belly or foot for one frame or two:
    bug01.gif

    And here is the camera settings:
    upload_2017-3-11_16-38-26.png

    2. I tried and failed to use mouse movement for the camera view rotate, any suggestions?

    3. I found the inputMagnitude parameter is 1 when sneaking full input, and 0.5 for stand walking, this caused the transition from sneak to walking interrupts by several frames of running animation, I changed this line in walk and run strafe script to this:
    // Convert the input to radial so we deal with keyboard and gamepad input the same.
    float lInputMax = (IsRunActive ? 2f : 1f);
    and changed the parameter's range in the animator manually to 0-2, and assigned walk to 1 and run to 2.
    I can make the character walk with inputMagnitude on 1 and smooth transit from sneak. But when I push left shift for the running action, the inputMagnitude stays on 1, where should I change in the script to alter the parameter to 2 when Run action is activated?

    Thanks for your time, and hear you soon.
     
    Last edited: Mar 11, 2017
  20. Tryz

    Tryz

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    It looks like the camera is being pushed back due to a collision with the box. With the 1st Person View, just uncheck the "Is Collision Enabled" checkbox. In most cases, you probably don't need collision with a 1st person camera.

    I just created a new project and downloaded and imported the latest MC and CC. I then setup a 1st person setup and the camera seems to be rotating fine. Check the Unity Input Source and make sure "Is Input Enabled" is checked. I also have the "View Activator" set to Right Mouse Button.

    Are you using the Unity Input Source or something else for input?

    I see what you're saying. This is where blend trees can be a bit of a pain.

    You don't really want to change the WalkRunX value to go beyond 1 as that's how all the animators are setup. I use this approach because if we normalize the input, the max normalized value we can get is 1.

    I'm playing with some options now and will let you know what works best. I just didn't want to hold up #1 and #2.
     
  21. Tryz

    Tryz

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    It can. We just need to build the motions.

    I chose to start with medieval stuff because that's what I like, but in the end it's just animation and motion code. Once I feel the medieval motion packs are done, I do plan on creating a suite of shooter motions.

    However, there's nothing stopping anyone from building those motions. ;)
     
  22. Tryz

    Tryz

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    I just tried this and it worked.

    The better approach is to change the Sneak_v2 motion to cap at 0.5. So, there's two things to do there:

    1. Modify Sneak_v2.cs (line 340) and add 0.5f as the last parameter to the ConvertToRadialInput() function call.

    2. Modify the Sneak v2-SM sub-state machine's blend tree. If you look at the blend values (Pos X and Pos Y), they are all 0 or 0.7. Change all the 0.7 to 0.35.

    With that sneak produces input of 0.5 which correlates with the WalkRunX motions' walk value. The transition no longer has that mini run.

    I'll make this standard in the next update.
     
  23. Harekelas

    Harekelas

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    thanks for replying!
    the first problem is solved by unchecking the camera collide option.
    2nd I meant to rotate camera without pressing any keys, and I managed to find that setting the input source property View Activator to none made this happen :D
    3rd maybe I can set the sneak max inputMagnitude to 0.5?
    and the 0.5-1 area is either empty or the same as 0-0.5 motions or a faster crouch version motions. Just need to make sure the slow movements share the same value(walk, bow walk, armed walk, crouch walk, slow swim etc.)
    Any ideas about what line should I change?
     
    Tryz likes this.
  24. Harekelas

    Harekelas

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    got it!
    and may I ask for a new version of MAP's motions pack? The v0.1 version lack the strafe running and sneaking moves, really like that you integrated the start anim and specialized left/right foot stopping moves.
    Sorry that I'm not very familiar with coding :)
     
    Tryz likes this.
  25. Tryz

    Tryz

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    I do plan on it, but it won't be for a while. :(

    I need to finish the Spell Casting MP and then I have some clean up things to help people with.
     
  26. Harekelas

    Harekelas

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    It's ok, I can try to write my own motions ;)

    Besides, after watching several tutorial videos from you on youtube, I'm now a big fan of you!
    The systems you made are fantastic and highly customizable!
    Sure I would like to try out your combat system since I will start working this system in my game!
    Just wondering if it is possible to make a mount&blade style combat through your PSS system?
    I assume that righting an attack motion similar to the basic attack may be able to do it.
    Any ideas where do I start?
     
  27. Harekelas

    Harekelas

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    Just a thought, maybe by changing the isBlockable into an int: blockType, different numbers indicates different block directions.
    And every attack style can have it's own required block direction, shields or blockable weapons have several blocking styles just like the attack styles, and the style picking is set to follow inputs rather than random generated.
    Set multiple animations for each attack style, start, hold and attack (kinda like the bow attack system), and then when an attack meets a block, just check if the block type matches to determine whether the attack is blocked.
    Set a cancel input for action interruptions, to allow players to use tricks by changing the attack direction in the middle of an attack.
    What do you think?
     
  28. magique

    magique

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    I'm also having trouble just getting the character to run smoothly over the hilly terrain. With the default settings whenever I would run down a slope it would just fall a little bit then start to run then fall again, etc. So I increased the minimum fall height to 1, but instead of running smoothly down slopes now every time it would have fallen instead it just stops for a moment and then starts running again then stops then starts up again. And in some cases it just slides down instead. Very frustrating.

    [EDIT]
    I'm also seeing an issue with running jump. I have it turned on, but when I try to jump while running, it just keeps running instead. And sometimes, this also causes it to get stuck in the run state. In some cases it'll keep running without any input at all. And other times it'll stop moving when I let go of W, but then when I press W again, it runs instead of walks. I just reproduced all this from a fresh character with just the sword & shield motion pack setup.
     
    Last edited: Mar 11, 2017
  29. TeagansDad

    TeagansDad

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    @magique - Try increasing the Step Down speed on the Actor Controller. I had that problem going down stairs when I switched to using the Movement Animset Pro animations instead of the default ones.
     
  30. magique

    magique

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    That helped with the stopping/starting issue, but now I'm still getting cases where it just slides down a slope. And I checked the Slope parameters and I don't even have slope sliding enabled.
     
  31. sebekz

    sebekz

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    When using a gamepad, is it possible use variable walking speed based on the float input from the gamepad analog stick?
     
  32. Tryz

    Tryz

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    When you are on a slope that is greater than your "Max Slope" value (ie you jumped up there or fell down to it), I slide you down even if "Is Sliding Enabled" is not enabled.

    If I don't do this, someone could just keep jumping up a super steep slopes (as defined by "Max Slope"). My thinking was that if the ground is greater than the "Max Slope" you shouldn't be able to stay there.

    "Is Sliding Enabled" really comes into play when the slope is > "Min Slope" and < "Max Slope". I've updated the tool-tips to reflect that.
     
    Last edited: Mar 11, 2017
  33. Tryz

    Tryz

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    Not with the animations I include and the motions I built for the animations.

    I tried to do this early on, but when the stick was at 25% (or one of the mid-animation ranges), the blending of the animations looked really wonky. It was like the character had broken legs or something. Given the animations I had (which are Unity's free mocap animations), I felt it was better to stay with the stages... idle, walk, and run.

    With your own animations, you could create a motion to do this. It's just not in the base MC.
     
  34. Tryz

    Tryz

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    I just wanted to add that I've have my own terrain that I test movement on, but I think you're using the BIG Environment Pack.

    I'm going to start testing movement with that too. I think that environment is much rougher and may help me see what you're seeing. Setting the properties like "Step Up Speed" and "Max Slope" should fix issues. However, maybe using different terrain will help me understand as well.

    EDIT:
    Things are playing well with the FO_Terrain so far. I did change the properties that we've talked about, but smooth going. Any falling I've had makes total sense when running down slopes that are 60-ish degrees.
     
    Last edited: Mar 11, 2017
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  35. magique

    magique

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    I am not happy to report this, but I've had to abandon this asset. It just isn't working to my satisfaction. I picked up another asset that I've had my eye on for a while now and so far it works to my satisfaction out of the box. If things change and I come back for any reason, I'll let you know. I'm sad to have to do this, but I need to focus on the game and not worrying on whether the controller is going to behave in different environments correctly.
     
  36. Tryz

    Tryz

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    No problem. I think understanding the settings would help, but I understand. Good luck to you.
     
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  37. recon0303

    recon0303

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    Yup always good to start with what you enjoy, that is what we do with work we do, It makes it more enjoyable.
    That is why we bought Motion Controller so we could make make many of our own motions.:)

    Thanks again,
     
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  38. recon0303

    recon0303

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    Spring is coming, and we are doing this very thing for our current game, but we need to do it our doors with our new Mo-Cap rig.. We have XB1. XB360, and many more controller support for our games. So this is something I will have this spring and show it hopefully in the coming month or so.
     
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  39. Tryz

    Tryz

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    Very cool! I'm looking forward to seeing what you've created. :)
     
  40. Dymental

    Dymental

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    Just Don't. Concentrate on clean and fast Motion Controller package. If someone wants to use IK and or Ragdoll there are specialised packages that are working together with MC.

    Please don't make this package into a half-baked-does-it-all package with a ton of useless stuff that only will be replaced by better packages.

    In other words - why use a halfbaked feet IK from an all in one package when you got stuff like Final IK.
    Basically the reason why I went for MC over opsive was that opsive has too much half baked stuff included (like useless IK and other scripts that are only there to be replaced)

    If you have time to spend what about add on packages that are not neccessary medieval - like pistol, double pistol, other movement packs etc ...
     
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  41. TeagansDad

    TeagansDad

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    @Dymental - I see your point, and that is one reason why I abandoned opsive's controller as well.

    However, I do think there is some value in having at least some basic versions of things like ragdolls and foot IK included in the base MC package. For starters, not everybody has $180 USD to drop on the combo of Final IK and Puppet Master -- at least not in the beginning. Assuming that they don't take too much of his time, I don't see the harm in including some "placeholder" systems. These systems might eventually be replaced by better packages, but when we're talking the sort of budgets that many (most?) of us here have available, those better packages are quite likely months (if not a couple of years) down the road.

    Also, it would provide an example as to how to integrate these systems with motions; ragdolling would need to be triggered from a falling or death motion (or at least those motions would need to be aware of when the ragdoll kicks in). Likewise, you'd probably need to disable foot IK during certain motions, like jumping or falling.
     
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  42. hopeful

    hopeful

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    Also, part of the already existing Ootii-verse is Bone Controller, which is a little like a hybrid of the following plugins: Final IK, Puppet Master, and Dynamic Bone. I'm not sure what Tim means to do with MC in relation to IK, but I could see it being something that either borrows from his Bone Controller or that makes MC work better with it.
     
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  43. TeagansDad

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    @hopeful - that too. ;) I had started writing something about BC, but decided to write something else and I forgot to mention BC again.

    I've noticed that when I'm using BC's Foot to Ground motors, I'll sometimes get weird leg contortions when jumping, climbing, or falling. So I have my motions disable the motors when performing one of those actions and re-enable them when grounded. I haven't used Final IK for several months, so I forget what it does in those situations.
     
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  44. Tryz

    Tryz

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    @Dymental , @TeagansDad , and @hopeful ... great conversation. This kind of feedback and discussion actually helps me a lot!

    What I'm finding as I expand on the motion packs is that there are secondary features that I need/want, but I can't expect everyone to have a specific package. Input solutions and inventory solutions are a great example:

    I really couldn't create the Archery Motion Pack and Sword & Shield Motion Pack without some sort of inventory solution, but I have no interest in competing with Inventory Pro. However, I also can't expect everyone to fork out another $65 for Inventory Pro. So, I came up with the idea of an "Inventory Source" and a basic solution called "Basic Inventory". In the end, you can use any inventory solution you want.

    That's how I feel about all of these secondary features. For example, as I'm building motion packs and everyone one of them has a death animation, I'm really wanting a ragdoll implementation. What that means is I want a "Ragdoll Source" and a basic solution. However, I'll always architect it so you can swap out for a bigger and better ragdoll solution if you want.

    Foot IK is the same thing. I do have a solution (that needs some love), but you should be free to use Final IK if you want to.

    The idea of supporting external "sources" with a basic implementation is really what I mean.

    I don't want to focus too much on these secondary features, but I also can't ignore them. It's an interesting balance.
     
  45. Tryz

    Tryz

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    BTW... that is exactly right.

    That is exactly what I envisioned with the whole "motors" approach. In fact, I figured there could be several similar motors that would have special purposes and would be enabled/disabled as needed.
     
  46. TeagansDad

    TeagansDad

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    I think it's also important to have basic versions of these systems in place for the purpose of making a good impression when prospective users try the demo.

    Now, I have massive issues with how the code base of a certain competing controller is written, and it also has major performance issues. But I have to give them props for producing a very polished and impressive demo.

    I'd NEVER use it in my own game, but it certainly makes a good impression with its demo.

    So yeah, it's worth having those both as an example of how to integrate other packages, but also to give the package a more polished and complete feel.
     
    Last edited: Mar 14, 2017
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  47. Harekelas

    Harekelas

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    Hi, @Tryz
    I ran into a problem here.
    I'm using camera controller and motion controller together.
    I'm setting up a first person view, and I want to lock the player's view when jumping and climbing or the camera may rotate to let players see their own face.
    I've played with your settings but it just seems no way to achieve that, either the character rolls with the camera while jumping or the character keeps straight and the camera rolls itself to see my eyeballs.
    Any ideas how can I set it right?
     
  48. TheWhiteWolves

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    When you mentioned IK and Ragdoll implementations, this is actually how I thought you would do it, I understand what other people mean about there being other packages that are dedicated to a function but there is definitely merit to having a basic version for placeholders or smaller work with the ability to switch it out.

    Purely going off my impression of your work so far I just assumed that you would implement it like the Input Source etc and it would follow the same theme of Ragdoll Source / IK Source which would have your basic implementation that gets it working but also shows others how to implement the bigger dedicated solutions.
     
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  49. Tryz

    Tryz

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    I have a feeling you're having the CC rotate the character. When using the MC, you don't want to do that for this exact reason. Instead, each of the motions controls rotation.

    In my dev scenes, I did it like this:

    On the 1st Person View motor:
    Yaw = unchecked (off)
    Anchor Rotates = checked (on)

    On the MC's Idle motion (and Walk Run Strafe):
    Rotate With Camera = unchecked (off)
    Rotate With View Input = checked (on)

    With this approach, the camera doesn't control rotation, but the motion does. If one of the motions (like climb) prevents rotation, then the camera can't rotate either.
     
  50. recon0303

    recon0303

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    Glad you went that route as I have no desire to use INVENTORY PRO.. Since I have my own I made way before that even came out, and we have much more ... Plus we use it for all our games.. someone who designs UI/UX I take seriously so it was important for us to be able to use our own, and get rid of any thing else..Nothing against Inventory Pro of course I'm sure its good.
     
    Tryz and TeagansDad like this.