However it doesn't always give good results. My test animation looks alright when aiming upwards and straight ahead, but not so well when aiming downwards:
As you can see, the support hand doesn't stay where it's supposed to. This could be solved by changing the shooting animation or by using IK for the support hand. In the game, the aim animation would be controlled by the crosshair position.
4 comments:
Nice work!
That looks pretty cool, I'm interested to see how you solve it though.
This is looking pretty awesome - definitely makes me want to have a look into Inverse Kinetics!
I've actually come up with a better way to do aiming, which solves several problems with this system. I'll post about it as soon as it's implemented.
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