I already have the mouse rotating in place, but I was wondering how I would create a dead frontier style character controller.
As you can see, the mouse rotates the camera, and using WASD moves the character around. Now I can do this, but it doesn’t quite look good with the animations. Like, you could be facing to the right and moving upwards, but the whole characters body rotates to look at the mouse and results in a moonwalking like animation. I am really not sure how to explain it.
In dead frontier, the characters top half of his body rotates around while the bottom half blends animations to prevent it from looking like you are moonwalking. I am using SAGE for my animations, how would I achieve this?
I’m not sure of all the details off the top of my head, but I know at least that with Sage you’d have to have at least two different layers playing. One layer controlling the upper body, and one the lower body. Lower body would control movement, upper controls aiming. You would then likely have to have to balance both rotating the whole character, and rotating the upper/lower body as the mouse moves around. It just seems like you’d have to get the basics working, and then tweak until it looks good.
Any example on how I would do such? I can probably figure out the layers… And then I would have to do some sort of check on if the upper bodys rotation is more than a certain point, and then start to rotate the lower body, but I am still very unsure on how to do this.
Also, I am trying to do the same thing as angry bots, but when I tried to pick apart the source to that game, it led me nowhere. There are more than one script concerning the player movement and I have no idea where all of the rotation separation takes place, so please don’t tell me to look at the angrybots code.