I am thinking about how best to handle animations for objects that characters can interact with.
Say I have a bed that characters can sleep on.
Let’s say I call an animation/montage to handle the act of transitioning into a sleeping state based on proximity with the bed.
When I reach the bed it could be from different directions.
Maybe the bed is different sizes/shapes.
How can you best handle the workflow in this case?
I could make any number of various animations and go with mathmatical analysis.
Can anyone explain any more elegant options?
Can I use IK on sockets or bones to require less animation?
I guess for reach targets, IK should make sense, but can you use IK to snap the root (I guess) to a socket on a bed, in reference to my example again?
Would appreciate anyone’s thoughts regarding how they might approach the problem.
I handled this by adding a socket on the spot from where the player should be for the animation to begin ( so the locations would match ) , And also only letting the player use the object if his location was the same as the object "Use location " socket, So once the player used the object if he was in the right angle but his location was a bit wrong i would manually set his position to the socket and then play the animation
Oh, I understand now, you are using a socket but it is placed at the start location… This seems a good option, but could require different animations if you want different shaped beds. Also it means there is little variety.
It is likely the way I would approach this example I think though, as it’s the best solution I can imagine still.
Thanks, I didn’t think about using a socket like that.