#rotational leaning based on vector from input

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mortal skiff
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as you can see in the video (which sadly did not embed), the character leans well when facing forward, leans waaaay too much when facing right, leans correct but inverted when facing backwards, and leans waaaay too much but inverted when facing left

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i imagine that the anti-rotation tween for the head is not really necessary and could be replaced with a springArm instead but I'm not focusing on that yet

warped pivot
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well uuh... 3d in godot is a pain

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i think it's an engine more focused on 2d

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and i can't open the video

mortal skiff
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i just needed to delete the '* transform basis'

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it was necessary for the movement handling since that was a global transform

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but the leaning was a transform on an object that was a child so it was a transform local to its parent

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and now it works exactly how i wanted

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well, not exactly but the details are something i'll implement later then it will work exactly as i wanted