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September 12, 2013

Animations and full body approach?

Hello, trying to implement some nice animations to my first person model that im using.
The issue is that animating him will make the attached camera move in nausea inducing ways since its attached to the player model.
What is your approach to this problem? Even a simple walk animation will make the camera bob and even worse when using more advanced animations like dig or chop when the player bends his body.
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    13 replies

    New Participant
    October 24, 2013
    @Molton: Thanks for the advertise, i have tried a similiar idea.
    Previously the neckpivot was attached on the bn_neack01 and that was some of the problem now it works better and some fixes on the Animation mecanim :D



    The problem (our purpose) in the projekt is to play a game with the Occulus an the Yei Controller together. With the Occulus you can move your upper body: Head, Neck, Torso and to bend down. The Yei Controlls the direction of the body and the fire direction and one Analog Stick for the movement. This is a university projekt and we have learned and learning a lot of multiple controllers in games.
    Participant
    October 30, 2013
    Hi There,

    Check out this video, we made some tech-demo with our stuff using oculus and unity, which is related to your questions as well:
    http://www.youtube.com/watch?v=LtMfrkRqlRs

    Have Fun!
    New Participant
    November 2, 2013
    What I've been doing is to have the camera be a sibling of the model with a common parent "Player" object which performs the actual translation (i.e. root motion extrated from the model's animations).

    I attach a node to the model where I want the eyes to be, oriented forward (i.e. parented to the head looking down the z-axis).

    Then flip things around - rather than driving the camera using the head, drive the head using the camera.
    E.g. in LateUpdate after animation has been applied:
    model.position += camera.position - eyes.position;

    This will counter offset the rest of your character based on the animated head movement, so sliding feet will have to be combatted with IK fixup to nail back to their original animated position.

    To keep from looking down into your chest, you can apply rotations along the spine. Here's how I've been doing that: http://pastebin.com/cgsBTBrm