That's awesome tutoria, thanks a lot bro! Save my day!!!!!!!!!!
@HaboRoars9 ай бұрын
Hi, what if I dont want to have my state to go to idle while turning? Because I would rather to have it pivot while running since I have turn 180 run animation.
@chungkury36347 ай бұрын
Hi,I very like your tutorial , and I have some questions while learning this tutorial, the stopping animation I use has rootmotion, but if I use this animation, it will slide and the character not moving, I want to know how to use rootmotion in stop animation❤
@BartonBixenstine7 ай бұрын
Can I ask -- the pivot transitions look very nice, but transitions 90 degree transitions (A key then W key, for example) are less appealing in my implementation. Any advice?
@catanonimus79 ай бұрын
Hey, thanks again for your videos, I have a question, maybe you'll be able to get whats wrong. It's a little bit complicated to explain. In my game there are 4 states: Idle, Jog, Run, and Pivot. Jogging is made with mixamo jogging animations when a target lock is applied (so that my character could strafe), when I start running echo animations working i.e. your code (so player is no longer facing the enemy). Using interface ABP tells BP_player that it should set UseControlDesiredRotation only when Player is in Idle or jogging state(so when pivoting or running it doesnt rotate towarsds the enemy). And here is a glich. If I release and press shift (Running) very quckly my character teleports to desired rotation. More precisely when I realease shift my character starts to rotating towards the enemy (because when in jogging sate it's sopposed to strafe) but if I press shift before it can lauch run start logic, character just teleports to desired rotation). I tried to fix it myself but my attemps were futile. Could you help me?
@3D_Modeller_Msc6 ай бұрын
How can I make it so that the character's direction is preserved, these are coordinates, and the animation of the turn is played from them? Let's say the character stops at -90 and then decides to turn another -90. But not from the standard 0 position, but from the one where they stopped. You have an interesting foundation for study, and I've already started over 3 times and got stuck in the same place, I can't find a solution.
@adailtonfoco10064 ай бұрын
Hello, I think you are trying to find a new starting angle, but you won't find it, because the position your character is in, despite being "-90" is the "0" position, however when starting from the " -90" will start a "-90" position
@3D_Modeller_Msc4 ай бұрын
@adailtonfoco1006 Thank you for answering my question. I'll try to come up with something! 👍
@ryanmuoio6569 Жыл бұрын
Why not instead add distance matching to the appropriate states? You could add distance matching and drive the capsule rotation by the rotation curve by grabbing the rotation curve value corresponding to the distance-matched time value. The play rate is certainly a way to attain a similar effect for the Start state. I guess I'm just curious as to why you chose to avoid distance matching. 🤷♂ The overall results looks surprisingly good though.
@TechAnimStudios Жыл бұрын
Currently doing the same, by grabbing the Rotation Curve value and deriving the Capsule Rotation based on that. Not sure what exactly you've asked for? And Thanks for the appreciation.
@ryanmuoio6569 Жыл бұрын
@@TechAnimStudios, thanks for the response. I was suggesting a slightly different, though not necessarily better, approach than what you implemented. A distance curve could be used to match the translational motion of the capsule, and the time derived from the distance curve could grab the rotation value from the rotation curve to drive the capsule rotation. I'm not sure if my new explanation clarifies.
@JarivanBatista Жыл бұрын
The play rate here is not working. When activated, the animation does not run, it remains stopped.