I am working on animations for my character, and I'd like to add in a turning animation, so that when he's turning before walking, he doesn't just turn stiffly in idle animation.
I get that I simply have to use the turn float to trigger the turning animation in my animator, but before I start creating the animation, I'd like to know if there is some specific way I have to make it, to make it fit with the turning speed of my character.
Does AC automatically adjust the frame rate of the turning animation, such that the entire animation is always played whenever my character turns before walking, or will I have to try and manually adjust the length of the turning animation to fit the turning speed (i.e. tamper with the frame rate until it fits)?
Comments
Have there been any updates on exposing this method?
I've been trying to figure out a way for my NPC animator controller to make use of a Direction float parameter. This is so NPCs can automatically turn while walking, using a blend tree.
Yes - this is provided by the Char script's GetAngleDifference() function.
Nice, thanks. This seems to be what I'm looking for.
Before I posted my question I did a search on the scripting manual for 'angle', but this function didn't show up. I realize now it only searches from the beginning of the string (typing 'getangle' rather than 'angle' was required).
Thanks for the heads-up - I'll look into that.