Using Ground Speed Transforms In Torque3D Setup In Blender3D

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  • เผยแพร่เมื่อ 17 ต.ค. 2024
  • So it turns out that you want to add the object transforms to the bone animation in Blender. Previously I think people were giving the boundsBox it's own animation (I tried this and it doesn't work, the bone animation resets to origin at the end of each loop, so the player character pulls away from the camera and then gets dragged back).
    Oddly having the object transforms in the bone animation means that the Bip armture itself gets animation ... which means that the bone animations have to be running on the spot animations ... which is a bit counter intuitive ... but hey ... seems to work fine.
    The bounds/object animation gets changed every 2 frames by 0.3 so set setGroundSpeed to 0.3 down the Y axis (forwards).
    Also I added ground setGroundSpeed to my heavy stab attack (set to 5 y axis kinda randomly, but it is a non-movement animation) and it now pushes the player away from collisions, rather than previously letting the player bones walk through walls whilst keeping the player box collision at origin.
    It appears using setGroundSpeed with object transforms INSIDE the armature bone animation is the way to go. Happy dev noises.

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