New this week
This week I’ve been feeling pretty ill so not too much was achieved. I did some experiments with Root motion, and they have been rather unsuccessful. I have discovered the cause of my problems and potential solutions I’ll investigate for next week.
Root motion experiments
So it appears root motion based Navmesh agents function antithetical to how I’ve set up my Navmesh stuff. It also doesn’t help that some of my animations are Root motion while some are static. Through my recent experiments of just seeing how root motion works it also appears I’ve scuffed how the animations should be set up. As it currently stands the Navmesh agent actively fights against the applied root motion leading to a very confusing animation.
On the side of this created a second version of those animations to be root static and tried a more familiar method of lunges or charges. It works fine but has some small things that need to be ironed out.
I would like to get the root motion working and this static version is being used as a minimum threshold of quality that I’m hoping to exceed.
What’s next?
I have some ideas on how to make root motion more functional. With that I would also like to persue the mixed system of combining root and static motion. Doing so should let me continue using most of my existing navmesh systems. Alongside this having 2 completely separate methods of moving NPCs feels like bad architecture.
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