Aim Offset Woes/Face target during movement

Im trying to make my first aim offset, and its not going the way I want it to!

I want the upper body to always face the locked on target as the legs move independently. To do so, Ive created an Aim Offset using additive animations (following youtube). But my current setup isnt working as intended, can I get some help?



In the video you can see that it kind of rotates towards the target but the arms are not extended like in the offset - and when I lock targets and turn, the torso clearly isnt working correctly. Thanks for any help.

I am not good at anim BP,
But seems you are missing a “blend poses per bone”node, which defines a bone that separates up and lower body.
and for looking at target .I remember there’s a node called “look at?(let a bone to rotate to a target,similar to find look at rotation in BP)”.
I think that’s more suitable for your purpose.
And I don’t know further more.

So from what Im told, using something like Bone Transform becomes expensive when every actor is using it and to try using offsets instead, which I think works great on its own, but trying to get the legs independent is proving to be tricky this way.

You could print string to see if those pith and yaw value are correct.
I think they might be wrong.

The yaw calculation might be this:
after the find look at rotation, get forward vector,use the forward vector and the actor forward vector (the character),these two do a dot,and then do a acosd.

The result will be the delta angle.
I think the angle should be used for the yaw.

No,the delta angle is also not correct, because it has no negative value.

I remember there’s a node called “calculate direction” .the node does similar thing but have negative value (-90,90)

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I was able to figure it out (I got lucky and found a tutorial that introduced me to the Find Relative Lookat Rotation - this worked like a charm and triggered my Offset properly!

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