Especially considering the **** poor headlights on these trucks. Around here you have to constantly watch for deer. Ok.I always have the driving/fog lights on. If you have them on all the time, you probably wear too much cologne, have too many tattoos to wear a bathing suit that small and think that professional wrestling is real. If they shine up into the fog, you can see less. They are to be aimed at the road directly in front of your truck. They call them "fog lights" for a reason. You look like you need to eat more carrots so you would be able to see like normal people. For those of you that think you need to have your fogs on all the time, you don't look cool. Also the turret seems to be for heavier, larger caliber ammo. Tracks dont work in brick rigs, so every single tank creator uses wheels. In the same vein, if your truck has been leveled, get the headlights reset so that the rest of us don't have to deal with them.Īnd while I'm at it. Actually this isnt a tank, its more closer to an armoured vehicle due to it having wheels but also the fuel capacity and the weight can tell us if it actually is a tank. There are always idiots that don't understand that if you are in rush hour traffic, you don't need to have your lights on bright. I drive to work in the dark and home in the dark. 47024918 is added for every 1 unit of movement.I need to rant. I also can confirm that there is no other animation track being played so I don’t believe there could be issue with animation blending.įurther testing shows that this amount. I should also mention that I have turned off AnimationWeightedBlendFix and ClientAnimatorThrottling although they don’t seem to make a difference in this case. So it has something to do with how the keyframe data is being applied when the animation is played. I checked the keyframe data using the KeyframeSequenceProvider and the keyframe data matches the editor. You can very clearly see here that the transform value for the Z-axis is off by nearly half a unit. Here I move the lowerTorso 1 unit on the z-axis. I get two different sets of transform data while the C0/C1 data is precisely the same: -Editor Data: Using my own avatar character in the editor and making a simple animation that moves the lowerTorso back and right to have the character stand one foot while slightly bending the foot. If any other part is moved or rotated then the offset between the lowerTorso and the HRP goes wonky. The only time the problem doesn’t occur is when I rotate only the lowerTorso on the Y axis. I have tried disabling the platform stand and this doesn’t change anything either. I’ve also tried NOT resizing the HRP and leaving it default. I’ve tried using my own character as the rig used in the editor as well so literally every detail would be exactly the same and it doesn’t make a difference. I’ve tried using moon animator as well and the results are the same. I’m hitting a brick wall with it and I just can’t figure out the problem. I’ve been dealing with this problem for a very long time and I have rebuilt and redesigned the rig many many times. What solutions have you tried so far? Did you look for solutions on the Developer Hub?.The real vehicle root matches the Animated Vehicle Root so they are in the same position. The purple block in the images is actually both the HRP and the RootPart of the Animated Vehicle Rig. The more complex the animation the more wildy offset the character rig becomes. The character rig becomes wildly offset from the HRP which doesn’t happen in the editor. Even though the HRP and vehicle Root are in the exact same position. Both the in-game rig and rig in the editor are created in the exact same way. The animations do not match up in-game with the animations created in the editor. What is the issue? Include screenshots / videos if possible! Then the modified rig is welded to the vehicle rig so that the HRP and vehicle root are in the exact same position. The vehicle has an animated rig version which is then attached to the HRP in the same manner as the LowerTorso is. The C0/C1 are reset to match those changes. The custom rig is modified during runtime, the HRP is resized and repositioned using the Root Motor6D joint. I’m trying to create animations for a custom character rig that is platform standing and welded to a vehicle. What do you want to achieve? Keep it simple and clear! You can write your topic however you want, but you need to answer these questions:
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