Move a Character follow an anchor point/bone in realtime

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sonic2002
Posts: 20
Joined: Sun May 05, 2019 7:51 pm

Move a Character follow an anchor point/bone in realtime

Post by sonic2002 » Mon Jun 24, 2019 2:48 pm

Hello,
If you have a dinosaur, and you have also in a separate file your main character,

Inside Unity, How do you make the Main character follow the backbone of the dinosaur so it looks like he rides it ?

I would like something that follows the animation of the dinosaur so the charcter moves along with it.

Any help ?

Thank you

sonic2002
Posts: 20
Joined: Sun May 05, 2019 7:51 pm

Re: Move a Character follow an anchor point/bone in realtime

Post by sonic2002 » Mon Jun 24, 2019 3:15 pm

For anyone I just discovered this:


https://www.kestrelmoon.com/creaturedoc ... gines.html

But no tutorial on how to use it inside Unity. any code help or tutorial ?

chong
Posts: 1040
Joined: Thu Feb 19, 2015 2:21 am

Re: Move a Character follow an anchor point/bone in realtime

Post by chong » Mon Jun 24, 2019 3:40 pm

Hello,

There isn't a tutorial because once you get the bone position from Creature via its API, the rest is pure Unity.
You should look up in Unity how to set transforms on GameObjects to accomplish what you want.

sonic2002
Posts: 20
Joined: Sun May 05, 2019 7:51 pm

Re: Move a Character follow an anchor point/bone in realtime

Post by sonic2002 » Mon Jun 24, 2019 4:55 pm

Yes but how do I set it back? a little example would be nice in the doc.
Also, Is this avalaible with Creature Pack?

is Vertex attachment equivalent to anchor point in Creature pack?

chong
Posts: 1040
Joined: Thu Feb 19, 2015 2:21 am

Re: Move a Character follow an anchor point/bone in realtime

Post by chong » Mon Jun 24, 2019 8:49 pm

Vertex attachment allows attachment via vertices instead of bone transforms. So it is more precise in that way.
It will return you the vertex position you designated in Creature and you can use that to set the position of your attachment.
You can search the forum for the use cases, there was a previous question about it and it was answered quite comprehensively.

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