Hi,
I'm using a third-person adventure controller, and want to use root motion for all movement/turning while rotating the character towards the camera's view.
However, when root motion rotation is enabled, yaw becomes zero.
Without root motion rotation, the character behaves as expected on the ground. Animation is driven forward by root motion position, and the character will rotate towards the camera's view relative to input.
We also want to use root motion for our flight animations, and having a parameter that can be used to play those motions towards the camera is ideal (pitch,yaw, expected). This would be ideally extended to the ground-based rotation, and use the same parameter.
Perhaps this is the wrong movement type to pursue this on? I considered making a custom movement type similar to adventure, but found that Yaw seemed to be animation driven(torque?), and opted to see if there was a suggested path for creating this movement behavior.
I'm using a third-person adventure controller, and want to use root motion for all movement/turning while rotating the character towards the camera's view.
However, when root motion rotation is enabled, yaw becomes zero.
Without root motion rotation, the character behaves as expected on the ground. Animation is driven forward by root motion position, and the character will rotate towards the camera's view relative to input.
We also want to use root motion for our flight animations, and having a parameter that can be used to play those motions towards the camera is ideal (pitch,yaw, expected). This would be ideally extended to the ground-based rotation, and use the same parameter.
Perhaps this is the wrong movement type to pursue this on? I considered making a custom movement type similar to adventure, but found that Yaw seemed to be animation driven(torque?), and opted to see if there was a suggested path for creating this movement behavior.