BGP Third post
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An increasing amount of complications have arisen as the question of how we implement our animations into our game engine, unity, becomes more prominent. That is to say, the problem does not lie with the prospect of implementing all of the animations but rather specific group of them. That group is the one that has our character, the goblin, interact with the tools in the game. Items such as the pliers, the stretcher and the axe are problematic due to the fact that they will have to follow the players movement while also using their own independent animations. The real problem comes into the picture when we have several layers of movement as we do with the stretcher.
As previously mentioned the stretcher will be steered by the player and as such it needs to follow his or hers movement. This wouldn’t have been a problem if the handles with which the players characters hands are attached to were stationary relative to the main body of the stretcher but per our design they will move in relation to the players movement in the left and right directions.
The easiest solution to this dilemma would be to use an IK (Inversed Kinematics) which, among other things, lets one lock a for an example a hand onto a specific target. If one was to place this target onto the stretchers handle this would in this case force the characters hand to stay positioned against the handle, making it ignore the animation the rest of the character is playing. In our case we might encounter problems when we try this method out however seeing as unity’s IK system is notorious for its inadequacy. |
