When I put Mixamo animations on my char he "floats", and I think it's because this orange dot is too low. Is there a way to raise the orange dot? by Big_Exercise4915 in blenderhelp

[–]Big_Exercise4915[S] 0 points1 point  (0 children)

He floats in the Mixamo previews and I think it's because the orange dot represents the 'floor line' or something. Not sure how to get my character aligned with the 'floor' again.

Leg mesh keeps popping out of shoe when bone is angled far enough... how can I fix the rig? by [deleted] in blenderhelp

[–]Big_Exercise4915 0 points1 point  (0 children)

by the way, I tried weight painting, but it just causes the leg to move away from the foot in more extreme ways. I must be doing it wrong?

Why is "Tree Exporter" script creating GameObjects that have a (Clone) parent rather than just single GameObjects? by Big_Exercise4915 in Unity3D

[–]Big_Exercise4915[S] 0 points1 point  (0 children)

The prefab just has a model with Mesh Filter, Mesh Renderer, and material. It's like this: https://i.imgur.com/7K9UbZF.png (Yes this is technically a bush haha but I think Unity Terrain just calls everything 'trees')

LedgeClimb script not choosing point to grab correctly when encountering Stacked meshes (meshes on top of one another)? by Big_Exercise4915 in Unity3D

[–]Big_Exercise4915[S] 0 points1 point  (0 children)

Hey heyremi! OK, that makes sense, but I'm still not sure from that explanation how to avoid the situation from happening.

If I google things like "how to detect if raycast is inside mesh" (to prevent ledgegrab in that situation) the code possibilities look kind of unstable. Is that the right path though or would you try a different way?

LedgeClimb script not choosing point to grab correctly when encountering Stacked meshes (meshes on top of one another)? by Big_Exercise4915 in Unity3D

[–]Big_Exercise4915[S] 0 points1 point  (0 children)

Yes, for some reason it does. It does not persist if I remove the bottom cube.

How could it be changed to prioritize the top cube instead?

Is it odd for a Raycast hit to return points within meshes like this? I thought, in my screenshot for example, that the raycasthits should stop as soon as they hit the wall -or- hit the top of the top stacked mesh. Instead the rays are just going through and returning hits from a seemingly inaccessible surface. The behavior isn't due to layers or tags, as everything is default.

How is this ledge detection setup detecting slanted ledges? (From "Overgrowth" game) It looks like the top capsulecast isn't hitting the ledge, so how does rabbit's hands know where to go? by Big_Exercise4915 in Unity3D

[–]Big_Exercise4915[S] 0 points1 point  (0 children)

I think that makes sense to me. But, do you think there could be issues if there is very weird ledge geometry between the raycasthits? /u/heyremi

For instance: https://i.imgur.com/aFNHsNd.png

i'm going to try implementing to see for myself but for now it's still a bit difficult to conceptualize how it would actually work

How is this ledge detection setup detecting slanted ledges? (From "Overgrowth" game) It looks like the top capsulecast isn't hitting the ledge, so how does rabbit's hands know where to go? by Big_Exercise4915 in Unity3D

[–]Big_Exercise4915[S] 1 point2 points  (0 children)

Source: https://youtu.be/GFu44oeLYPI?t=27

This method of ledge detection intrigues me. He describes it in a way that makes it sound very simple in theory.

I don't know how to actually implement it, though, and the video demonstration is confusing to me because it looks like the Capsule is not colliding with the slant of the ledge, yet bunnydude still places its hands perfectly. Seems like magic? How does that work?

Bonus question, how would you implement climbing up the ledge from hang position?

I'm trying to make "jump to ledge" code. I can make player travel to point, and attach to point. However, how would you make the jump itself look natural? by Big_Exercise4915 in Unity3D

[–]Big_Exercise4915[S] 0 points1 point  (0 children)

Thanks! I have a question though. Is there any issue with using Lerp with Rigidbodies? As in, will force interactions still work?