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Question by Aladine · Jan 16, 2021 at 03:53 PM · cameraroot motionthird person controller

How to get the correct Input direction based on the camera angle to use in a rootmotion based third person controller

I move my character based on the rootmotion of their animation using a blend tree that uses 2D Freeform Cartesian input (Vertical, Horizontal)

if Vertical = 1, the character moves forward based on the direction he is facing

if Horizontal = 1, the character turns right based on the direction he is facing

and the rest of the system follows, here is the current Blend Tree: alt text

Currently, if i press forward, the character move forward no matter where the camera is facing: alt text

But in this example, what i want is for the character to slightly make a turn left to face the camera direction and then start walking forward: alt text

When working on a game that moves the character by code (without rootmotion), something like this would solve the issue:

 _inputAxis = new Vector3(Input.GetAxis("Horizontal"), Input.GetAxis("Vertical"), 0);
 _inputCam = Quaternion.Euler(0, _cam.transform.eulerAngles.y, 0) * _inputAxis;

And then use _inputCam to move the character, but for some reason this isn't working, and these two variables are always equal to each other, what am i doing wrong ? also if there is a "standard" solution for this problem (am sure it is) please link it (doesn't matter if its Unity or not as long as the code is readable)

Thanks!

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