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Question by remembadaname · Jan 12, 2017 at 10:44 PM · mathfsmoothdamp

Can anyone help me smooth the lean of my character using mathf.smoothdamp or vector3.smoothdamp or any other method?

I can not get the motion to smooth at all. Here is my code...

using System.Collections; using System.Collections.Generic; using UnityEngine; using RootMotion.FinalIK;

public class Peek : MonoBehaviour { private GameObject peekCover; Vector3 tempPos; public Transform target; public AimIK aim; //public float smoothTime = 0.3f; //private Vector3 velocity = Vector3.zero;

 // Use this for initialization
 void Start () 
 {
     GameObject peekCover = GameObject.Find ("Dummy Humanoid");
     tempPos = peekCover.GetComponent<AimIK> ().solver.poleAxis;
 }

 // Update is called once per frame
 void LateUpdate () 
 {
     leanLeft ();
     leanRight ();
 }

 void leanLeft()
 {
     if (Input.GetButtonDown ("Q")) 
     {
         Debug.Log ("Q key was pressed.");

         //tempPos = target.position;
         //tempPos.x = -1;
         //target.position = tempPos;
         //target.position = Vector3.SmoothDamp(target.position, tempPos, ref velocity, smoothTime);

         aim.solver.poleAxis.x = 1;
         aim.solver.Update ();
     }
     else if (Input.GetButtonUp ("Q")) 
     {
         //tempPos = target.position;
         //tempPos.x = 0;
         //target.position = tempPos;
         //target.position = Vector3.SmoothDamp(target.position, tempPos, ref velocity, smoothTime);

         aim.solver.poleAxis.x = 0;
         aim.solver.Update ();
     }
 }


 void leanRight()
 {
     if (Input.GetButtonDown ("E")) 
     {
         Debug.Log ("E key was pressed.");

         //tempPos = target.position;
         //tempPos.x = 1;
         //target.position = tempPos;
         //target.position = Vector3.SmoothDamp(target.position, tempPos, ref velocity, smoothTime);

         aim.solver.poleAxis.x = -1;
         aim.solver.Update ();
     }
     else if(Input.GetButtonUp ("E")) 
     {
         //tempPos = target.position;
         //tempPos.x = 0;
         //target.position = tempPos;
         //target.position = Vector3.SmoothDamp(target.position, tempPos, ref velocity, smoothTime);

         aim.solver.poleAxis.x = 0;
         aim.solver.Update ();
     }
 }

}

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