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Question by Ozzyel-PT · Sep 07, 2013 at 06:34 AM · animationrotationbones

Aim at target with animated character.

Hi.

I have a 3rd Person camera behind my player and it's looking at one target (aimTarget), I want the player points its arm at that aimTarget by rotating bones. Player has a mecanim controller. Technically I want to make a shoot animation by code. Using Unity Free so I can't use IK (I think). I've tried this already:

 function LateUpdate(){
     var aimDir = aimTarget.position - shoulder.transform.position;
     shoulder.transform.localRotation = Quaternion.Lerp(shoulder.transform.rotation, Quaternion.LookRotation(aimDir), Time.deltaTime * 20.0);
 
 }

Used LookAt an localEulerAngles but just get crazy arm movements. Thanks.

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Answer by ZenithCode · Sep 07, 2013 at 07:07 AM

Don't rotate bones. You just need to play an aiming animation.

To get the rotation you can use a layer of the head, or simply rotate the whole character from its origin. (This will not look as good as a top body look at animation though)

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avatar image Ozzyel-PT · Sep 07, 2013 at 07:35 AM 0
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It's hard to make an animation since I have run, walk, strafe, walkback etc animations in mecanim, I'd have to make lot of animations

avatar image ZenithCode · Sep 07, 2013 at 08:15 AM 0
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Not really, use the same locomotion animations and use layers to mask the animations for the right and left hands only.

avatar image Ozzyel-PT · Sep 07, 2013 at 05:09 PM 0
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Thanks, I'll try that, but I also want an ai$$anonymous$$g pose in all axis while running, walking,etc.

avatar image ZenithCode · Sep 07, 2013 at 06:12 PM 0
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That's more reason why you should use blending. This will make your life easier by creating less animations.

avatar image ZenithCode · Sep 09, 2013 at 06:41 AM 0
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  1. Create a new layer

  2. Create a new mask

  3. Choose the arm bones only

Watch this! It should help: http://www.youtube.com/watch?v=Xx21y9eJq1U&feature=youtu.be&t=43m40s

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