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Question by Treyzania · Jul 21, 2014 at 04:39 AM · animationinputmechanimmocap

Character rotates erratically when moving with animations.

I added animation to my character using the "Raw Mocap Data" Asset package. The animation for walking is "WalkFWD", idle is "Idle_Ready", and running (not shown) is "Run_Impulse". Now my character rotates oddly to the right when moving using the below script, as well as modulating the speed that it moves in the direction that the user presses (WASD). Here's a video demonstrating it (https://www.youtube.com/watch?v=SkdZnm237EA)

 using UnityEngine;
 using System.Collections;
 
 public class MazeMove : MonoBehaviour {
 
     public float Velocity = 1F;
     public float DecayConst = 0.95F;
     public float SprintingFactor = 1.5F;
 
     private CharacterController cc;
     private Animator anim;
     private Vector3 vel;
 
     private static string[] dirnames = {"movNorth", "movWest", "movSouth", "movEast"};
     private static Vector3[] dirVals = {new Vector3(0, 0, 1), new Vector3(-1, 0 , 0), new Vector3(0, 0, -1), new Vector3(1, 0, 0)};

 // Use this for initialization
 void Start () {

     this.cc = GetComponent<CharacterController> ();
     this.anim = GetComponent<Animator> ();

 }
 
 // Update is called once per frame
 void Update () {

     if (Input.GetKey (KeyCode.Space)) {
         transform.position = new Vector3(0, 1, 0);
     }

     for (int i = 0; i < dirnames.Length; i++) {

         bool pressed = Input.GetButton(dirnames[i]);

         Debug.Log(dirnames[i] + "=" + pressed);

         if (pressed) {

             vel += dirVals[i];

         }

     }

     Vector3 fin = vel * Velocity * (Input.GetButton ("Sprint") ? SprintingFactor : 1);
     Debug.Log ("CompuVel:" + fin);

     anim.SetFloat ("AbsVelocity", fin.magnitude);
     //anim.SetFloat ("Turn", 0);
     cc.Move(fin * Time.deltaTime);

     vel *= DecayConst;

 }

Please help, thanks!

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avatar image Treyzania · Jul 22, 2014 at 03:12 AM 0
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I forgot to add the rotation that I want the player to go to to the transform.

 cc.transform.rotation = Quaternion.LookRotation(fin, Vector3.up);

Or something...

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