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Post by poxnixles on Feb 7, 2018 18:56:34 GMT
Trying to use my own model with the third person controller and most of the time when I have the controller land on the floor, it gets caught in place and stuck in the falling animation. ![](http://puu.sh/ziLI5/4a1e2c00da.jpg) Can still spin around, but is stuck at the same position and animation.
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Post by Invector on Feb 7, 2018 19:59:42 GMT
Make sure your floor is using the layer "Default"
If that's not the case, then your capsule collider most likely doesn't match your character height
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Post by poxnixles on Feb 7, 2018 20:11:05 GMT
Make sure your floor is using the layer "Default" If that's not the case, then your capsule collider most likely doesn't match your character height The floor is on Default layer. This looks close to character height for the capsule collider but still maintains the problem: ![](http://puu.sh/ziNOx/9677bec6b0.jpg)
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Post by tharindu on Feb 8, 2018 1:13:50 GMT
If it happens on and off it's definitely your collider. Trying playing around with the radius, height and pos till you reach a proper setting. Don't think there's any other way around it.
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Post by Invector on Feb 8, 2018 12:40:02 GMT
That's definitely way to thin, try increase the capsule collider radius
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Post by poxnixles on Feb 10, 2018 13:48:47 GMT
I don't think it's the radius... but I'll still keep messing around
EDIT: I wonder if it has anything to do with the animation that plays when you fall from a high height; which I want to remove regardless. How would I go about that?
EDIT2: While the previous question about the highfall landing animation still stands... it may have had something to do with the invector ragdoll option, which removed the initial problem when I removed it from the player.
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Post by Invector on Feb 12, 2018 13:49:22 GMT
To remove the landhigh animation just to into your animator base layer > airborne > landing and remove the landhigh animation
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Post by poxnixles on Feb 13, 2018 21:46:53 GMT
To remove the landhigh animation just to into your animator base layer > airborne > landing and remove the landhigh animation With this method, when I land the player with no input, they stay in the falling animation until moving again. How do I fix this?
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Post by Invector on Feb 14, 2018 14:00:39 GMT
Well you removed the animation that had the conditions to enter if the VerticalVelocity was less the -12, so the animator will only enter the LandLow if VerticalVelocity is greater then -12.
Simple remove this condition and the animator will always enter the LandLow state ;)
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Post by poxnixles on Feb 14, 2018 23:04:05 GMT
Well you removed the animation that had the conditions to enter if the VerticalVelocity was less the -12, so the animator will only enter the LandLow if VerticalVelocity is greater then -12. Simple remove this condition and the animator will always enter the LandLow state ;) So it was on the landing node? How do I restore it then remove the condition?
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Post by tharindu on Feb 15, 2018 3:06:35 GMT
Well you removed the animation that had the conditions to enter if the VerticalVelocity was less the -12, so the animator will only enter the LandLow if VerticalVelocity is greater then -12. Simple remove this condition and the animator will always enter the LandLow state ;) So it was on the landing node? How do I restore it then remove the condition? The general advice is to make a duplicate of the animator and work on the duplicate. Hope that's what you did.
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Post by poxnixles on Feb 15, 2018 3:55:37 GMT
So it was on the landing node? How do I restore it then remove the condition? The general advice is to make a duplicate of the animator and work on the duplicate. Hope that's what you did. That's very much the opposite what I did; however I fixed it and made a duplicate now. Another problem though; Jump Air Control broke for me at some point. The only difference between having it ticked and unticked now makes the player able to rotate, but not control the direction of the jump.
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Post by poxnixles on Mar 2, 2018 14:15:48 GMT
Any advice on the new issue?
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Post by Invector on Mar 2, 2018 14:44:10 GMT
Well that's what it does lol enable to rotate and disable to not change the direction
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Post by poxnixles on Mar 2, 2018 14:52:15 GMT
Well that's what it does lol enable to rotate and disable to not change the direction In other instances where I've tried enabling it, it affected the control over the jump as well.
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