That's great and I like the way you do it. Unfortunately it seems you can't do this with a pawn that you don't control if you try to update the controller rotation from a state tree task. The control rotation will never be updated in the ABP :(
Basically my problematic is that I want to implement a turn in place on AI Actors. They use an AIComponent, Perception System and State Tree for their behavior. My Actors are changing state (in the state tree) when the player gets into perception range, and I want them to look at the player and use a turn in place while in this state.
To anyone who would have the same problem, just look up how they do in lyra. They rotate the pawn but counter-rotate the mesh, then apply the animation !
@@dimi9885 this is more along the lines of how we did the turn in place with root motion where you counter rotate, but Lyra does this without the motion matching
Thank you very much for the understandable and detailed tutorials! Will you make a tutorial for the character's head turn to the desired direction with the mouse and run the turn in place animation if this rotation exceeds 90 degrees?
This video combine with the jump turn all sort of covers the idea of hitting a "threshold" and then triggering an animation. Is thre something more specific. You basically just add the look at to any of these th-cam.com/video/9wksRrMJXtQ/w-d-xo.html
Thanks for this video! What do you think of doing like a Lyra style (or the newest motion matching sample project style) advanced locomotion guide using the assets from the new sample project? I know it's a huge topic but there's a lot of stuff to learn and the info is pretty scarce on the internet 😅.
We've done a couple of motion match videos. I'm happy to do more base don community request, but it does feel like a lot of people are making motion match videos.
@@livinfreestyle6727 I was thinking more of the Lyra style locomotion implementation rather than using motion matching 😅 I guess motion matching is the fad right now after all
please tell me, in which playlist to look "animation fundamentals"?
You mean animation blueprint? th-cam.com/users/livejIsccLR9U88?feature=share
I did not get any luck on this. It keeps going back and forth fast states.
maybe something to do with the way your vars are set that are used by the transition rules?
That's great and I like the way you do it. Unfortunately it seems you can't do this with a pawn that you don't control if you try to update the controller rotation from a state tree task.
The control rotation will never be updated in the ABP :(
Basically my problematic is that I want to implement a turn in place on AI Actors.
They use an AIComponent, Perception System and State Tree for their behavior. My Actors are changing state (in the state tree) when the player gets into perception range, and I want them to look at the player and use a turn in place while in this state.
To anyone who would have the same problem, just look up how they do in lyra. They rotate the pawn but counter-rotate the mesh, then apply the animation !
@@dimi9885 this is more along the lines of how we did the turn in place with root motion where you counter rotate, but Lyra does this without the motion matching
我的想法是,您可以将控制器的旋转放在差值的 A 处,将 Actor 的旋转放在差值的 B 处,结果值是向右旋转给出正数,向左旋转给出负数(对应于轴的正负数)。
Yes you can do that. But you will then have to check for both in your transitions.
Thank you very much for the understandable and detailed tutorials! Will you make a tutorial for the character's head turn to the desired direction with the mouse and run the turn in place animation if this rotation exceeds 90 degrees?
This video combine with the jump turn all sort of covers the idea of hitting a "threshold" and then triggering an animation. Is thre something more specific. You basically just add the look at to any of these
th-cam.com/video/9wksRrMJXtQ/w-d-xo.html
Thanks for this video! What do you think of doing like a Lyra style (or the newest motion matching sample project style) advanced locomotion guide using the assets from the new sample project? I know it's a huge topic but there's a lot of stuff to learn and the info is pretty scarce on the internet 😅.
We've done a couple of motion match videos. I'm happy to do more base don community request, but it does feel like a lot of people are making motion match videos.
@@livinfreestyle6727 I was thinking more of the Lyra style locomotion implementation rather than using motion matching 😅 I guess motion matching is the fad right now after all
Great stream man keep it up
👍
Best example to see on statemachine related! awesome job!
I’m Glad you think so. Thx for dropping the comment!