I’m new to unity, but I’m fairly comfortable with C# and 3D animation principals.
I’ve run into a brick wall with this one though. The blend tree system is fantastic, but I’m really not sure how to solve this problem as the types only allow for operations on 1 or 2 dimensions. Perhaps this has been asked before but it’s proving very difficult to find any answers by searching.
I am coding a rather simple top-down isometric game with a orthographic camera, very similar to the “Survival Shooter” tutorial in the Unity Learn section. There is 360 of movement and 360 of aiming (rotation) which are in-dependant of each other.
I have set up a blend tree for animation movement which is working perfect for horizontal and vertical movement, however as my camera is not following the players rotation… once I rotate ±45 degrees the animations are not correct.
Example… I could rotate 180 degrees and move backwards, but then my character appears to be running forwards while moving backwards.
The first thing I was thinking is to somehow adjust the float parameters sent to the blend tree between 0 and 1 based on the angle of rotation… but I’m not sure if there is an easier way that I am not aware of?
Any help would be greatly appreciated!
