Hi everyone,
sorry if this is a noob question, but I'm having trouble understanding the Player Mecanim Parameters for Turn.
And btw, I've read the manual and the excellent post about using MoveSpeed as a float parameter. No problem there.
But what does the controller look like for my turn animations?
I have created Blend Trees with animations for Idle turn Left and Idle Turn Right where the mechanim can rotate 45, 90, 135 and 180 degrees. Same for Walk and Run.
I have my float parameter called Angle.
I have created the appropriate transitions between my Idle state and Idle Turn Left and Idle Turn Right. Same for walk and run.
But then what? Feels like I'm missing a tiny piece of the puzzle. Is it in the thresholds values? Or in the transitions between states?
Comments
The "Forward" and "Turn" float parameters are entered into the Player's Inspector, and the animtion's are the ones that come in Unity's Standard Assets. The animations rely on root motion, so Apply Root Motion also has to be checked in the Animator component.
Thanks for that, it clears so many questions. My confusion was in mistaking turn for angle.
I've found that using the "Turn float" parameter is enough for my own needs, though. The general principle in AC's Mecanim implementation over Legacy is that there isn't really a "one-size-fits-all" approach - rather, it gives you the tools to do with what you want. The added complexity comes with the greater flexibility in what you end up with.
The BlendTree should update itself if the Turn value changes mid-turn. Are you using a 2D BlendTree. Here's one I made for my own project, and it's always played OK for me:
Hey Chris, is there is a way to get this controller? I am having the same issue - right now my game has almost everything that I wanted to implement in it, except for my character controller which is moving like a robot and not realistic. I want him to have some nice moves, blends, turns, smooth start walk, end walk etc. I bought several collections of animations and now I need a good controller to use all this together. It seems that your controller is really good. But I guess I am not able to repeat what you have show in your screenshot (controllers is not what I understand good enough.).
I only used what forums and tutorials on the Unity website covered. The locomotion aspect of that controller is little more than what's in the screenshot.
https://iceboxstudios.co.uk/stuff/Humanoid.unitypackage
Thank you Chris:)
I know this is an old thread, but by any chance do you still have the Humanoid.unitypackage @ChrisIceBox ? I'm struggling with a very similar issue.
It's very similar to the "ThirdPersonAnimatorController" asset that comes with Unity's Standard Assets package. Have a look there - it should be chiefly the same.
Thanks so much!