- Editado
Look at target blend into animation
We'd like to have our character look at the enemy while he plays the attack animation. The enemy could be standing higher or lower than the character. How should we do this?
We tried :
- Created a target_rotate bone pointing forward
- Setup a one-bone IK constraint on target_rotate bone, with the IK target on enemy_target bone
At this point the target_rotate bone will follow enemy_target.
- Setup a Transform Constraint on the chest bone, with the target on target_rotate bone. Offset rotate 90, Mix rotate 100.
This will get the chest bone rotation to follow the enemy_target bone's direction.
However, this setup messes up our attack animation (a sword swing animation), whether Mix is set to 0 or 100. Is it because there are IK constraints under the chest bone? (IK for left and right hand)
We could set the Transform Constraint on the neck bone instead, but we hope the character can swing at the enemy instead of just looking at the enemy.
Or is there a better way of doing this?
Hello! this setup could be similar to the one used to make Spineboy aim at a target:
Spineboy example: Aiming
Try setting the mix to a lower percentage if it overwrites the keys of the attack animation, or applying the attack animation on a higher track.
If the setup appears to be "breaking" another constraint, it could be possibly due to the constraint order: Constraints: Order
If these solutions don't help, please post some screenshots or a dummy skeleton to try a new setup on
Ah reordering the Constraints seems to have worked! Thank you.