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Locomotion System tilting character
I have used the locomotion system before with these same characters and it seemed to work no problem. After changing the bone hierarchy and the animations to work correctly with it, the locomotion system is suddenly rotating my characters when I initialize the script.
the left picture shows the character with everything in the script set up, but not initialized, the right picture shows it after it has been initialized. In Game mode it sort of straightens out when it walks, and then returns back to having one foot raised when you stop. Any ideas what is causing this? Without the locomotion system all of my animations appear to work correctly without this slanting.
I was looking at my skeleton in 3DS max, and as far as I can tell the root bone has animation applied to it, but it remains stationary. The whole character seems to have the idle animation applied and then it is rotated either to the left or right, it is not consistent.
Answer by runevision · Sep 26, 2011 at 05:02 PM
The initialization samples the reference animation. The reference animation you specified should be a neutral idle one; not one where the character is walking or tilting.
my animation doesn't appear to be tilting in $$anonymous$$ax, and the root node is at 0,0,0 rotation in $$anonymous$$ax. Could this be happening because there is little to no movement in the feet in the idle animation?
Strangely if I do try to use my running or walking animation as the reference animation then it appears to be in the correct upright angle upon initialization of the locomotion system.
I'm combing through my animation in $$anonymous$$ax to see if there are any weird rotations going on but haven't come across anything yet. I'm not sure why but it may have something to do with my changed bone hierarchy because it was working before I changed it.
I can't say much from the information given. You need to check first of all that the animations still work correctly when you just play them back regularly, without using the Locomotion System, and that all the animations have curves on all the bones affected by the Locomotion System.
thanks for your help, I ended up just redoing my neutral pose because it is trivial to setup, and it seems to work fine. Still not sure what was going wrong with my original neutral pose though.