I have a sword combo of 3 attacks that the character gets farther every attack, so I applied rootmotion so that the camera will move with the player and the player will move too, but now I cant turn the character during the attacks and its stuck on the start angle, also when I end the combo I have to wait a few seconds to be able to move again.
I have a sword combo of 3 attacks that the character gets farther every attack, so I applied rootmotion so that the camera will move with the player and the player will move too, but now I cant turn the character during the attacks and its stuck on the start angle, also when I end the combo I have to wait a few seconds to be able to move again.
Hey @mythicfish1!
Try opening up these animations and turning off root lock! Root lock should have a few options, of “Ref pose, first frame, and zero”, you don’t want any of those because they will prevent additional input.
Let us know how that goes!
Rotatingmovement component, and if you want your camera to rotate with player as well you’ll want to set your camera to follow control rotation or give rotatingmovement component control of camera as well for the duration of the attack
But then the capsule component would stay at the start of the animation, no?
Thanks, I’ll check that out when I get home
Edit - I tried it and the rotatingmovement just rotates you regardless of your inputs, I want to character to be able to rotate but not have to.
Thanks very much! it worked wonderfully, I thought that those controlled the root motion alone but it turns out they are only a bonus xd.
you can enable and disable the rotation on command, i have one on my main character but its only used on death to rotate around the character for sort of a cinematic effect. It can be assigned control almost nay other kind of component on a class and be turned on and off