want the actor to always face in the direction of travel.
Dooki
Member Posts: 247
Hey all,
I have top down game with an actor moving to a spot in the scene and then turning around returning to the original starting point. He will be traveling like this in various areas in the scene. I've created an animation for walking, top view of course; but how do you create it so that the character is also facing forward on the return trip.
- Is there a way to physically have my actor move with normals facing forward at all times? This way no matter where he moves he will be facing in the direction he is traveling.
- Or is it easier to do it all in animation, where I create frames of my guy walking in both directions?
Much thanks!
I have top down game with an actor moving to a spot in the scene and then turning around returning to the original starting point. He will be traveling like this in various areas in the scene. I've created an animation for walking, top view of course; but how do you create it so that the character is also facing forward on the return trip.
- Is there a way to physically have my actor move with normals facing forward at all times? This way no matter where he moves he will be facing in the direction he is traveling.
- Or is it easier to do it all in animation, where I create frames of my guy walking in both directions?
Much thanks!
Comments
Picture three targets spread out across in a row. The actor walks out to the target and returns to his starting spot. He does this for all three targets. This also means that my animated walking actor travels at an angle as well. Thoughts?
Thanks!
vectorToAngle( self.Motion.Linear Velocity.X , self.Motion.Linear Velocity.Y )
...remember to not just cut and paste. You have to select everything from the dropdown menus.
You probably know that but just in case.
Currently that actor has a rule and two timers. Would the constrain attribute be separate or would I group it with one of the others?
I tried it being a separate attribute but it plays the animation backwards.
With this constrain the actor animation is backwards, correct during the pause, then backwards on the return.
you'll just have to tinker with your initial direction direction
It likely has something to do with 0º actually facing to the right or something.
Thanks.
You have to make sure your actual image is pointing the right way.
Depending on the situation either straight up or to the right ninety degrees usually works.