Add a mover to keyframe puppet animations?
Trying to add a dodge roll to my character, the animation I made moves him a bit forward so he snaps back to the root when animation is over. How do I add a mover to push the root forward instead, I wish there was a way to add the root in keyframe animations.
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You totally have the right idea adding a mover to push the whole puppet rig forwards instead of animating it.
If your roll animation is on a timeline you can just add the mover onto the timeline so that it pushes your puppet at exactly the right moment.
Let me know if this doesn’t work for you :)
Hope this helps :) Peter -
Thanks for getting back Peter! Should I put the mover at the end of the timeline in line with my last keyframe? And will it matter what speed the mover is set to, or any other small mover tweaks I should know?
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What Peter is saying is you need to change your keyframes so the character stays centered on the puppet's root in the animation, then add a mover to the timeline and stretch it to the entire length of time that you want them to be moving. Tweak the movement speed and length of the mover until it about matches the animation.
You can't use a teleport at the end of the animation, because the collider for the puppet won't travel with the animation, so you'll be able to dodge roll through walls. The collider is positioned at the puppet's root. -
Yes, phort has explained it way better than me.
Also, happy new year!!! :) -
I might still be missing something, got the animation starting and ending in the same position, but I'm not sure what to connect the mover to to make it work.
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Okay! I figured it out, had to set the mover to local space only, now my character has more of a dodge flip than a roll lol. Happy New year's !
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