#rotational leaning based on vector from input
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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
well uuh... 3d in godot is a pain
i think it's an engine more focused on 2d
and i can't open the video
okay uhh i gave up and wanted to close the post but accidentally deleted the original message instead but like 5 minutes later i noticed the easiest fix ever
i just needed to delete the '* transform basis'
it was necessary for the movement handling since that was a global transform
but the leaning was a transform on an object that was a child so it was a transform local to its parent
and now it works exactly how i wanted
well, not exactly but the details are something i'll implement later then it will work exactly as i wanted