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Post by controlim2 on Feb 7, 2018 12:19:04 GMT
Hello, I'm a newbie and I'm not good at English either. Now, I try to adapt this code that I already created in the Unity standard script to the Invector script. That used to move a character while using a skill shot or some specific animation clip. For example when a character attack, I need to move a character forward a little bit (Control by Animation) so I use "motionZ" to control it. This also uses to other animation and it works very well. The question is how can I adapt this method to the Invector script to impact directly to the curves option of the animation. Thank you very much.
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Post by Invector on Feb 7, 2018 13:40:51 GMT
I think that easiest way to do that is without any code, just use a animation with RootMotion, that will drive the character forward automatically, just make sure to apply a CustomAction or Attack tag into the state.
If your animation is 'inplace' you can add root motion, take a look into this tutorial:
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Post by controlim2 on Feb 7, 2018 17:15:06 GMT
I think that easiest way to do that is without any code, just use a animation with RootMotion, that will drive the character forward automatically, just make sure to apply a CustomAction or Attack tag into the state. If your animation is 'inplace' you can add root motion, take a look into this tutorial: Thank you for your help, I'm following the tutorial. anyways I did not turn root motion on because it will cause another animation problem to the other animation clip that I already set up so far. Sorry, for now, I try to adapt it as much as I can. I don't even know I put it in the right place (vThirdPersonAnimator). Please. Or maybe please explain this thing, for example, you "Roll" animation. The animation clip is the same but I replace a "jump attack" to the original "roll" animation. When I hit "Q" the "jump attack" that I replace the "roll" animation move a bit forward, but the same animation when I set it as attack animation, it not move. I mean it just animates in the original place. How can I make it move forward like roll animation? (Both of them already rig as root motion) How to make it move forward like "Roll" animation? ----------------------------------------------------------------------------------------------------- I try to replace the "Attack ID 1" with the same animation and I notice that the root motion also work as well. Maybe I just don't know how to set up because after I created a new attack ID state, it does not work. ---------------------------------------------------------------------------------------------------------------------------------- Solved !!! for some reasons I don't know but after half of the day, everything solved. I will try to look at it again closely and try to figure out why it solved. Anyways, Thank you for your support.
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