Hello,
My current A.I. uses a NavMeshAgent and does a lot of strafing, zigzagging and even sometimes turning around and fleeing for cover. All of this is custom code and I've gotten it to work to a degree. Manually animating this seems out of the question and so I've gone over the pages you've linked here https://opsive.com/support/documentation/behavior-designer/syncing-animations/ the MecWarrior example focuses primarily on just turning and then running to whatever direction you want which is not useful for my A.I. so I've tried using this https://docs.unity3d.com/Manual/nav-CouplingAnimationAndNavigation.html but it's jittery and more importantly it seems to rely on your animation pack having a neutral run in place animation. None of the Mixamo animations or any animation packs I've found on the asset store have a neutral run in place animation. Am I missing something obvious here or does this only work if you make your own animations?
My current A.I. uses a NavMeshAgent and does a lot of strafing, zigzagging and even sometimes turning around and fleeing for cover. All of this is custom code and I've gotten it to work to a degree. Manually animating this seems out of the question and so I've gone over the pages you've linked here https://opsive.com/support/documentation/behavior-designer/syncing-animations/ the MecWarrior example focuses primarily on just turning and then running to whatever direction you want which is not useful for my A.I. so I've tried using this https://docs.unity3d.com/Manual/nav-CouplingAnimationAndNavigation.html but it's jittery and more importantly it seems to rely on your animation pack having a neutral run in place animation. None of the Mixamo animations or any animation packs I've found on the asset store have a neutral run in place animation. Am I missing something obvious here or does this only work if you make your own animations?