#Slight Movement Offset using move/rotate triggers

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inland anchor
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I’m currently making a walking animation in GD using movement and rotation triggers.
As you can see in the first video, the leg inches to the left, despite the top rotation center (which controls the top half leg rotation) staying in place.
The second video details where these rotation centers are, there’s 1 that controls the top half above the knee, and 1 for the bottom half. As you can see the leg gradually moves away from both these rotation centers.
The main culprit I’ve found is the up and down motion, surprisingly. When disabling the Y motion, the leg does not offset as seen in the third video. The X motion + rotation doesn’t seem to affect anything. Changing the easing in the Y motion doesn’t fix the offset issue. However, disabling the rotation does stop the offset, so it is a combined issue between the Y movement and the rotation.
Along with videos I also posted the trigger setup (this loops), along with the information of the two culprit Y movement IDs. As you can see the movement value cancels out to 0 when the loop ends, but yet the offset still occurs.
I speculate it might have to do with how small the Y movement is (it has to be that way due to how small (far away) the character is, any larger and it’ll be too high of a step), but I’m not sure.shymeoThinking

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Btw one other thing, the Y movement moves the entire leg (simulating a step) while the X movement only moves the bottom half of the leg.
Also this leg offset causes the animation frames to offset (hence the boot detachment at later loops). Since the leg is attached to the body the overall leg has to be in the same horizontal spot (within the white lines) when the walk cycle happens.
(Ignore the Y motions being spawn triggered, that was when I was testing while trying to find the issue)