So yeah, I’m trying to work on a first person game, however Whenever I rotate the capsule the feet always follow, without staying planted like they should. This makes it look like the player is just floating, Because the feet are always in the idle animation even when the player is rotating the capsule.
how you would make it so when the player rotated the capsule the feet stay behind, planted on the ground.
(Would you detach the legs from the player capsule, and update the rotation of the feet? If thats even possible?
would you have the feet stationary, and do some sort of animation to keep it all up?
-Allow the feet to properly adjust if the player rotates beyond 180 degrees. ( So the feet face the proper direction)
This would be very useful for anyone trying to build a first person game, where the feet are actually visible.
For a first person game this concept would not work, because the viewing angles are clamped in that 3rd person demo. You can only look so far, until the character stops rotating. Seriosly i’ve tryed it,
Couldn’t you use the clamped value to trigger the actor to rotate? Get yaw, check if it’s less than -80 or greater than 80 and then set actor rotation based on which one?
yes, but i would only want the lower half of his body to rotate. therefore not affected the aim of where the player is looking.
How would you detach the lower half of the body from the rotation of the capsule?
(Because I don’t want the feet to be hard attached to the rotation of the capsule, and have its own orienting rotation ontop of that.)
How would you suppose you could rotate lower half of the body by setting the bone rotation?
Also anyone confused on the effect on talking about on the orienting feet seperate from body movement. The first 2 seconds of this video demonstrates what im trying to achieve, but from a first person perspective
I implemented what I was talking about into my own game but in third person, it doesn’t affect the aim of the character unless you made the camera follow the mesh somehow. Your mesh should follow the camera.
[QUOTE=caelanim8ter;154361]
yes, but i would only want the lower half of his body to rotate. therefore not affected the aim of where the player is looking.
How would you detach the lower half of the body from the rotation of the capsule?
(Because I don’t want the feet to be hard attached to the rotation of the capsule, and have its own orienting rotation ontop of that.)
How would you suppose you could rotate lower half of the body by setting the bone rotation?
Also anyone confused on the effect on talking about on the orienting feet seperate from body movement. The first 2 seconds of this video demonstrates what im trying to achieve, but from a first person perspective https://youtube.com/watch?v=wloSk0gMvLE[/QUOTE]
I think It’s easier if you think of it the other way, try to find a way for the upper body to follow the camera instead of making the legs stay put. I find the best way to deal with this is to decouple the aim/look direction from the pawn/capsule rotation. Only rotate it once you go past a certain limit, somewhere around 90 deg seems to work pretty well. So as long as the camera looks just a bit to the side don’t rotate the pawn. This solves the legs part.
Now you just need to solve the upper body part instead. This is easily solved with an aim offset you can control using the delta between the pawn rotation and the camera rotation.
You could even take this further and control all the aiming through the aim offset and just attach the camera to the head bone. So instead of turning the camera make the mouse control the aim offset directly and then turn the pawn if player tries to go past the aim offset limits. This solves the whole issue of synchronizing the upper body and the camera as the camera just follows along as you animate the character.
Edit:
Just checked the video. To get the legs animating correctly once you go beyond the limit is another problem that can be a bit tricky but solution above should work just fine with any solution you find for that.