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Simple 'drag' on armature
Hi, all! In my game, I have a 'Probe' enemy. The model has been completed and it has been rigged. I thought an nice effect would be to have the legs 'sway' on a lag with the X axis movement of the probe. Is there a way to do this? Like, make the legs have drag? I'd like to do this through code.
Thanks!- YA
(Here are some images if you don't understand what I mean.)
Is there some way I could implement a 'smooth follow' on the bas joint and have the chain of legs interpolate and follow suit?
Are there any possible 'armature constraints' in Unity that would allow me to do this? The way I look at it, I can either animate it myself, which would be difficult to implement AND look terrible, animate it by code, which would look good and be customizable, or find a constraint, which would be easiest but not customizable.
Answer by save · Jan 17, 2013 at 12:22 AM
Is it only on the x-axis? Most optimized way then is to have a "sway" left and right animation for the legs that you weigh differently depending on x-axis velocity. But this won't look amazing when your probe crashes into objects. Therefore to make limbs behave more like.. limbs, use a character joint and a rigidbody on each leg.
The game is Galaga-like in nature, so, although the probes do move somewhat on the Z axis, main movement is on the X-Y axes, and it would be weird for the legs to fly upwards when it goes down :D
I will look into this and post results. Thanks!- YA
Not working out :? I am not getting it to have any 'drag' whatsoever. Is it maybe because ins$$anonymous$$d of moving the parent rigidBody with force, I'm using iTween?
Ah, yes the character need to be moved with forces or you could try to have a rigidbody that is set to kinematic on the character.
The rigidBody WAS set to is$$anonymous$$inematic. I'll play with it more later and see if I can find a workaround. Thanks!
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