#DIVA LOOKAT
1 messages · Page 1 of 1 (latest)
This looks awesome! I'm working on a FPS game with full-body characters and I'm trying to get precise arm movements when interacting with objects. Instead of just playing straight animations, I'd love to learn more about techniques like Inverse Kinematics (IK) or animation layering. Any tips or resources would be super helpful!
hey sure feel free to ask any question!
fideling around with procedural torches right now
Wow that's exactly what am talking about
Is this a game, or an advance animation system
just diving into procedural animations
the thing is its really hard to set up something alike, mostly the stuff is unpredictable and pops alot
i think the easiest road to go would be to author these states using Additives and Poses driven mainly by animations
I have never touched animation before but in the few have done I know it can be hell
On my current project can't get my root motion from my custom rig to work (whenever I want to set root motion to true) so I know the feeling
But the main base of this logic is to set a bone socket to a target location?
And do u use IK cause have heard alot about them
nope thats not how im doing that
i iterate through a chain of bones and recalculate each rotation to meet the tips look at target
it does work for something like a look at for a head and the corresponding chain but arms and such as im currently trying out are more complex in positioning
not really the usecase to drive arms anyways
for you to get the interactions right youd want to have some sort of target in the world and connect your hand with that target smoothly using a curve which is directed either through code or as part of the animation itself
Ummm
Nice thanks so I can pass the object location into my ABP then create my logic there
youd basically have an ik solver could be any, you asign it the location world space and adjust the alpha to smoothly blend in
Thanks