Forum Discussion
hash280689
10 years agoHonored Guest
Best Practice when Animating OR Character?
So here's a problem I'm sure a lot of developers must have hit. I wanted to gage what is the best approach for dealing with canned/special animations on first person characters.
For example, I have a completed rigged character complete with IK etc. General locomotion is fine. The problems start when I do things like initiating, e.g. door opening animations or sitting animations. When these happens, the OVRCameraRig is taken control of, making it very uncomfortable for the user.
My solution so far has been to decouple the OVRCam from the head transform, and have it so it's only inheriting the local z-axis transformation of the entire character game objects. Although this makes things a lot more comfortable, it presents issues such as the body obviously appearing to be moving independently of the head position when I do things like starting a 'sitting down' animation.
I wanted to ask the community for advice and other solutions to this problem.
I know that another solution would be to use half-life-style interactions, where you press key and the doors animate open, or the camera snaps to a sitting position, valves turn by themselves etc.
Another solution I thought of was smoothely switching from first to third person (over-the-shoulder), and back, just like in Deus Ex, Human Revolution
It would be nice to hear some solutions about making these sorts of animations smoother with fully-rigged rigid-body-based characters.
For example, I have a completed rigged character complete with IK etc. General locomotion is fine. The problems start when I do things like initiating, e.g. door opening animations or sitting animations. When these happens, the OVRCameraRig is taken control of, making it very uncomfortable for the user.
My solution so far has been to decouple the OVRCam from the head transform, and have it so it's only inheriting the local z-axis transformation of the entire character game objects. Although this makes things a lot more comfortable, it presents issues such as the body obviously appearing to be moving independently of the head position when I do things like starting a 'sitting down' animation.
I wanted to ask the community for advice and other solutions to this problem.
I know that another solution would be to use half-life-style interactions, where you press key and the doors animate open, or the camera snaps to a sitting position, valves turn by themselves etc.
Another solution I thought of was smoothely switching from first to third person (over-the-shoulder), and back, just like in Deus Ex, Human Revolution
It would be nice to hear some solutions about making these sorts of animations smoother with fully-rigged rigid-body-based characters.
1 Reply
- PokeyHonored GuestHave you seen the Valve talk where they discuss "meathooks" in their VR version of TF2?
A quick google search found this: http://www.mtbs3d.com/articles/editoria ... dc-part-ii which talks about the presentation, but I could not find the original slides.
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