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Question by 4illeen · Dec 17, 2011 at 09:24 PM · movementmoverollsequenceclimb

Pasive character movement sequences (rolling, climbing, etc..)

C# user here

I'm talking about moves that take some time and are not controlled by character (FPS game using character controller). E.g when player presses 'E' character throws himself on the right and rolls on the ground than stands up. This requires some moves and/or rotations (both for Player and camera) that need to be performed in a sequence one after another.

Another yet similar thing is climbing - when has a cube in front of the player and he presses 'x' his will slowly lift his body (with his invisible hands) and climb on the top of it. So here are my two questions:

  1. What commands should one use to achieve those kind of effects in desirable order and with the right timing (jump right, roll, stand up - everything in about 3 seconds) || (lift up a little bit, lean forward and stand up - also about 1 second for each action)

  2. How does one handle the moves themselves. As far as I know all character controller moves are done by assigning some vectors to the script in Update, so there's no place for those sequences. I'd love to have them done properly, a little bit like animations in models, with lot's of control, not by assigning forces.

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Answer by Aleron · Dec 19, 2011 at 05:10 PM

You touched on the answer at the end of your second question. To get the desired appearance you should create and play animations for those types of movements. So you would have a rolling animation and a climbing animation that you play when the player presses the correct key. You will probably want to split the animations up into different parts and blend them together as needed, so that for instance if the player is climbing a taller object, the middle climb animation loops until they reach the top.

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