Harald a écritThanks for sharing this great idea, this would indeed be a very nice addition! We could easily provide Root Motion Scale X/Y
parameters which would allow for basic delta correction. You would then only need to update the scale when e.g. a leap animation has just started, provided that you know the total root motion distance for your animations.
What would be more work is to:
1) Calculate the total distance automatically from the animations and use this value for the calculations.
2) Update in the middle of an animation when the goal of the animation changes, depending on the remaining root motion distance.
What do you think, would simple Root Motion Scale X/Y
parameters be helpful for your use case? Please let me know in case I forgot to consider something important.
Hi, again
What you proposed is superb.
What I originally aimed was to set a target position, then scale X/Y accordingly, which is enough to make the enemy animation look vivid and that's all I need.
Now you are saying you can make it scale X/Y constantly even if the target changes dring the animation, which opens the door for responsive and expressive player control.
But one thing worths noting is how and when you scale the X/Y parameters. Imagine an animation of a character crunches down for a few frames then Jumps for a few frames. If you allocate the extended distance evenly for every frame, the character would start to move at the crunching phase. If you scale the distance moved in each frame like the talk demonstrates, things would be good.
Thanks for allocating your time, I am really happy that you take it seriously. looking forward to your reply and update.
Good day.
BTW, is there any way to Calculate the total distance automatically from the animations in runtime? I'm making a game with an emphasis on animation priority, sometimes I don`t want the movement stretched, yet I need the movement data to help AI to make decisions. e.g Get the distance between the target and the AI object, then get all the movement distance from each available attack animation, pick out the ones that can reach the target, then randomly choose one.