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Question by damoruso321 · Apr 14, 2019 at 02:19 PM · bonehumanoidaiming

humanoid not aiming properly

I am rotating the chest of my humanoid model and it is acting strange. At normal rotation, the model looks fine. But when aiming up or down, it sort of aims sideways if you can tell in the 2nd picture.alt text

I think it has something to do with the chest being rotated slightly during the aiming animation but I'm not sure. Here is my code:

using System.Collections; using System.Collections.Generic; using UnityEngine;

public class playerscr : MonoBehaviour { Animator anim; Transform chest; float rotx = 0f; float roty = 0f; // Start is called before the first frame update void Start() { anim = GetComponent(); chest = anim.GetBoneTransform(HumanBodyBones.Chest); }

 // Update is called once per frame
 void Update()
 {
     
 }

 void LateUpdate()
 {
     rotx += Input.GetAxis("Mouse X");
     roty -= Input.GetAxis("Mouse Y");

     chest.rotation *= Quaternion.Euler(roty, rotx, 0);
 }

}

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Answer by highpockets · Apr 14, 2019 at 02:53 PM

In your aiming animation, is everything fine?? (if you don't apply this script, I mean). You are not saving the last rotation every frame, the next time the bones update, your code in LateUpdate will be overwritten and thus you should store a lastChestRotation Quaternion variable every frame and apply it so as to have this script act as a masking animation of the chest. You should also multiply the other way around:

chest.rotation = Quaternion.Euler(roty, rotx, 0) * chest.rotation;

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avatar image damoruso321 · Apr 14, 2019 at 03:05 PM 0
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I just tried the code you changed actually and it works at first, but when the actual character is turning it gets messed up and starts to look sideways again.

avatar image highpockets damoruso321 · Apr 14, 2019 at 03:31 PM 0
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What do you mean, when the actual character is turning?? You mean when the root node starts turning?? Are you saving the last rotation every frame??

avatar image damoruso321 highpockets · Apr 14, 2019 at 03:41 PM 0
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In my regular update function I added this

lastrot = chest.rotation;

Except I don't know if this is right and how I would use the lastrot variable.

And in my lateupdate function I made it so that my entire character rotates when I move the mouse along with my chest code.

chest.rotation = Quaternion.Euler(roty, rotx, 0) * chest.rotation; transform.rotation = Quaternion.Euler(0, rotx, 0);

When I rotate the transform of my player, the rotation of my chest gets messed up again

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avatar image damoruso321 · Apr 14, 2019 at 08:36 PM 0
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Hey I figured it out. Your code works, it was just the animation was really weird.

avatar image highpockets damoruso321 · Apr 14, 2019 at 08:54 PM 0
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Oh that’s good. I was going to code you something different when I had time, but that’s good it works. I don’t personally like using Euler angles much. Anyhow, glad to help. Please mark the answer as correct to have it resolved

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