visiblenoise
New member
What's the best way to adjust movement or rotation of an animation's root motion frame by frame as it's going?
In my particular case, I have turn-in-place animations that turns the character either 90 or 180 degrees, but I need to be able to have the character end up facing arbitrary directions. I thought to "intercept" the root motion rotation so that it would be set to zero if the character reached the desired direction before the animation finished (e.g. stopping rotation at 45' even though the 90' animation was playing). But from inside the Ability class I added for these animations, I'm not sure if it is possible to read the root motion deltas and optionally zero them if needed. Is it?
Obviously, stopping rotation abruptly while the rest of the animation still plays won't look that great, but it's the best workaround I could think of. If there's a way to get nicer results without elaborate animations, I'd really appreciate suggestions for that too.
In my particular case, I have turn-in-place animations that turns the character either 90 or 180 degrees, but I need to be able to have the character end up facing arbitrary directions. I thought to "intercept" the root motion rotation so that it would be set to zero if the character reached the desired direction before the animation finished (e.g. stopping rotation at 45' even though the 90' animation was playing). But from inside the Ability class I added for these animations, I'm not sure if it is possible to read the root motion deltas and optionally zero them if needed. Is it?
Obviously, stopping rotation abruptly while the rest of the animation still plays won't look that great, but it's the best workaround I could think of. If there's a way to get nicer results without elaborate animations, I'd really appreciate suggestions for that too.