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Question by chrisjkim · Dec 08, 2016 at 05:12 PM · rotationnavmeshagentwalking

Walking animation following navigation

Dear Unity Helper and others,

I am trying to make walking animation following navigation path. Basically I referred to the URL below.

https://docs.unity3d.com/Manual/nav-CouplingAnimationAndNavigation.html

It looked nice in that there is no worry of occurring foot sliding.

I changed basic animation from running to walking clips. Also, I changed from directional animations to turn-based animations. I do not have every directional walking clips, and I received comments that turnings without turning animations do not look quite natural, especially for walking. My intention is to let character rotate first as much as possible, then walk forward toward given direction.

There were some issues so I compared real-time navigation path and current character states, position and rotation. I found out that there could be huge discordance between the two, especially when it includes huge rotations, and it is because the given example code disable updating an agent's position for navigation. Also I realized that if I update the position, the character does not move. I know that disabling the the update is on purpose and that it is hard to make perfect match between an animating character's position and navigation. However, I think there could be better ways.

Please, let me know any ideas that could be helpful or packages that include natural rotation and walking following navigation (I am strapped for time, and ready to buy it!)

I attach my motion graph and parameter setting FYI.

Many thanks,

Chris Kim

[1]: /storage/temp/83657-parameter-setting.png

[2]: /storage/temp/83655-blending.png

blending.png (33.6 kB)
parameter-setting.png (31.0 kB)
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