To put it plainly: Why is he bent over? The rotation is actually correct, but he is just bent over forwards. The problem is in-game, he bends over forwards and then rotates in a roll rather than a yaw axis. I added a turretZ at the model's waist, and when I rotate it in 3ds max it is properly rotating and properly skinned to the mesh. I tried setting the move speed to 0 and 225 (marine's default) to no luck, as well as in the actor. How can I either A: Properly get SC2 to play the backwards and strafe anims in relation to his facing, or B: retain playing the animations through triggers, but fix the jitter problem. So I tried changing all the walk anims to "channel" and just purely triggering his walk anims, but it still does the jitter at the first frame or so rather than playing the whole animation. I initially tried setting the animations to Walk A, B, & C, like the spine crawler, but those only work if he has turnable off and it only plays at game-world angles rather than in relation to where he is currently facing. The problem is when I play the animations (through triggers) he moves to the initial animation pose, but then just jitters there rather than properly looping through the animation. I added 3 new walk animations to the model, basically a strafe left/right and walk backwards. So I'm making a map with a top-down camera, where you control a character and he faces wherever you point the mouse and shoots when you click, etc.
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