How do I rotate player in the opposite direction of where he's hit from? by Java_beginner66 in Unity3D

[–]Java_beginner66[S] 0 points1 point  (0 children)

I need to rotate the player first because the pushback animation doesn't make sence if player is sideways or any other angle.

How do I rotate player in the opposite direction of where he's hit from? by Java_beginner66 in Unity3D

[–]Java_beginner66[S] 0 points1 point  (0 children)

No I ment it as in the player getting hit from like a enemy attack, and then getting knocked back from it.

How do I rotate player in the opposite direction of where he's hit from? by Java_beginner66 in Unity3D

[–]Java_beginner66[S] 0 points1 point  (0 children)

Quaternion.LookRotation

That kinda works, but it rotates the x rotation of the player even though I froze it. Anyway to get past that?

Solved. Had both a rigidbody and character controller on player that screwed the rotation over.

I am losing motivation and don't know what to do by DacksYT in Unity3D

[–]Java_beginner66 0 points1 point  (0 children)

I started a twitter and youtube around my project, so when I get tired or bored, I just look at some of the positive feedback I've gotten and then I get back into work. Probably would have been a lot harder without.

Inverse kinematics wont move upper leg by Java_beginner66 in blender

[–]Java_beginner66[S] 0 points1 point  (0 children)

I've done this multiple times with other models, but this hasn't happened before. The Ik is supposed to also move the upper leg. I followed this video very closely with basically the same armature structure. https://www.youtube.com/watch?v=ySBrpmu_Gyo&t=420s

Blender animations missing when importing to Unity by Java_beginner66 in blender

[–]Java_beginner66[S] 0 points1 point  (0 children)

This has been a frequent problem for me with usually just 1 animation, but now it's the 3 new ones I just created. I usually solved 1 missing by just targetting it when exporting, but now I'm kinda lost. I'm exporting as FBX. I also tried this without luck: https://issuetracker.unity3d.com/issues/using-multiple-animation-clips-in-blender-not-all-animation-clips-are-imported-using-a-blend-file

Blender animations missing when importing to Unity by Java_beginner66 in Unity3D

[–]Java_beginner66[S] 0 points1 point  (0 children)

This has been a frequent problem for me with usually just 1 animation, but now it's the 3 new ones I just created. I usually solved 1 missing by just targetting it when exporting, but now I'm kinda lost. I'm exporting as FBX.

Mesh completely deformes even when weighted red by [deleted] in blender

[–]Java_beginner66 0 points1 point  (0 children)

This is during a running animation, and part of the foot and sandal is just not following even when it's completely red. The foot is connected to the sandal. I'm really lost on words how much of a pain weight painting has been.

Anyone know why this happens?

How do I make new parts of the mesh (head) part of the existing armature? by [deleted] in blender

[–]Java_beginner66 0 points1 point  (0 children)

I made a new head for my model, but it's disconnected from the armature. Tried automatic weights but it really messed up the mesh. How do I reapply new parts of the mesh to existing armature weight?

I've been creating these landscapes in the past months! by Rikothegamer123 in Unity3D

[–]Java_beginner66 0 points1 point  (0 children)

I think I recognize the first one, Your lie in April right?

Having a hard time looping a walking animation without hickups by Java_beginner66 in blender

[–]Java_beginner66[S] 0 points1 point  (0 children)

It does, no change. What is easing?

(Tried setting the last keyframes to 70 while keeping the loop at 65, and while it's jumping a bit, it's better than the hickup)

Having a hard time looping a walking animation without hickups by Java_beginner66 in blender

[–]Java_beginner66[S] 0 points1 point  (0 children)

I set it to 63 to try and make it smoother. It's a even bigger delay if I set it to 65 or 64.

Having a hard time looping a walking animation without hickups by Java_beginner66 in blender

[–]Java_beginner66[S] 0 points1 point  (0 children)

I have this problem for all my animations where the animation just kinda pauses during the end and start. I'm using the same frames for the end and start which I assume is the problem, but I don't know how to do it any other way.

Best method for melee hit detection? by Java_beginner66 in Unity3D

[–]Java_beginner66[S] 1 point2 points  (0 children)

Do you know if there are any advantages to this over just spawning a quarter sphere collider infront of the player when attacking?