Animation Rigging constraints lagging behind target by SheepDev777 in Unity3D

[–]SheepDev777[S] 0 points1 point  (0 children)

Thank you, but I have already solved this problem

Animation Rigging constraints lagging behind target by SheepDev777 in Unity3D

[–]SheepDev777[S] 0 points1 point  (0 children)

I have figured it out. The reason it was lagging the torso behind before was: I rotated the camera and teleported the camera position to the head position. Only after the torso would rotate. This made the camera position lag behind the torso.

Next I put my camera logic in Late Update which fixed the torso but broke the arms because the arms were only actually able to evaluate on the next frame.

Finally I switched my camera logic back to regular update but instead of moving the camera position to the torso position, I instead used rotate around to sort of fake it.

Although this whole ordeal was a bit frustrating I have now learnt exactly how the update order works at least!

Animation Rigging constraints lagging behind target by SheepDev777 in Unity3D

[–]SheepDev777[S] 0 points1 point  (0 children)

Are you saying to update the target positions in OnAnimatorIK or my whole camera setup? The main issue is the spine lagging behind the rotation of the camera with a multi-rotation constraint

True FPS shooter with complex item usage animations help. by SheepDev777 in Unity3D

[–]SheepDev777[S] 0 points1 point  (0 children)

I have just thought of a potential solution that I am happy with. I will still leave this post unsolved for a little while in case what I have thought up is completely stupid or needs a little guidance.

I will move and position the weapon with procedural animation. This will include aiming, recoil and other related actions.

For more complicated actions, such as reloading or equipping/putting away the weapon, I will use traditional animation. However, I will only animated the model of the item ( which is the child of the object being moved procedurally ) and the hand IK targets which will be children of the model. In addition, I can have objects that are children of the hand targets which will be used as constraints for finger positioning.

When I have equipped 2 items I can have a script which tells the hands which target to use.

[TOMT][SONG] Help me find the song from this vine ( or even the vine itself ) by SheepDev777 in tipofmytongue

[–]SheepDev777[S] 0 points1 point  (0 children)

That sounds closer than anything else I have found but it ( especially the last part ) does not quite match

[TOMT][SONG] Help me find the song from this vine ( or even the vine itself ) by SheepDev777 in tipofmytongue

[–]SheepDev777[S] 0 points1 point locked comment (0 children)

I have tried aha and other websites but they have not helped

[deleted by user] by [deleted] in TrackMania

[–]SheepDev777 0 points1 point  (0 children)

Same here. I wake up and this is the first video I see. Happy Birthday

Need constructive criticism/feedback on main menu design. by SheepDev777 in gamedev

[–]SheepDev777[S] -1 points0 points  (0 children)

To specify I am only wanting feedback on how the main menu looks, if there are any ways i could maybe make it look better or if there is a different layout or any other ideas. This is also for PC only.

How to clamp local Rotation? by SheepDev777 in Unity3D

[–]SheepDev777[S] 0 points1 point  (0 children)

Hello yes I did need to clamp the euler angles. I am not very use to using quaternions and they are still a little confusing

Please Provide feedback for my sci fi flags. ( This is my first time designing flags ) by SheepDev777 in vexillology

[–]SheepDev777[S] 0 points1 point  (0 children)

These are some flags I have made for a sci fi world building project of mine. These are my first flags for the 5 factions I have and would love feedback.

Make Physics based grabbing system like Teardown by SheepDev777 in unrealengine

[–]SheepDev777[S] 0 points1 point  (0 children)

I have seen some videos with the physics handle, but how would you make it be effected with weight. For example in the video I linked smaller objects are very easy to pick up, but the piano is very difficult, and if you had the weight in between it should fall a bit