Animator locks unused rotational axis
Currently, I'm working with the first person controller provided by the standard assets which I am modifying to allow for wall jumping, dashing, etc. Due to the rotational axis locking function provided for the mouselook, I have decided to use the animator to rotate the Y-axis to provide user feedback when a used jump on to a wall. Now the issue is that the animator is locking the rotation of the Axis's that it isn't used in the animation, making the mouse looking ability of the character basically impossible.
My question essentially is, how can I make the animator only animate the axis's that are being used and not the entire rotational control of the object? I tried removing the other options but that doesn't seem to work.
DISCLAIMER: Apply root motion is disabled due to the mouselook script trying to correct the y-Axis rotation (Basically it loses its mind and could easily make someone have a fit). Please don't ask me to "Apply root motion".
Also, write defaults is turned off for all animation components, see here:
pdate: attempted to put the mouselook function in a late update to bypass the locking of the animator to no luck. It makes the character rotation really bad.
private void LateUpdate()
{
RotateView();
}
The primary issue is because I have "Apply root motion" on my camera's animator. But without it being selected my animation is almost ruined due to the mouselook script.
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