filmov
tv
Unity 3d - Third Person controller | Max Payne Style | test
Показать описание
As promised, I am updating the description.
So, the video refer to a controller "test" made before the Dark Souls one that I'm working on (check the playlist on my channel).
The movement are based on John Mac's "Unity Third Person Control" series.
I encourage you to go through his tutorials and, in 1-2 days, you'll end up with a controller that is better than mine.
The head "look at" is the one provided by unity.
The aiming part is a little trickier.
In this case, in unity IK you'll work with two vector: hand goal and the elbow hint.
The first alters the hand position while the second it's like a string attached to your elbows that influence its position/rotation.
Two example to give instantly an idea of how it works:
- classic beer mug drinking, in this case the elbow hint would be at Vector3(.5f,-.1f,.05f) from your right shoulder. keeping it away from your body.
- classic gym curl, in this case the elbow hint would be at Vector3(0,-.5f,-.1f) from your right shoulder. keeping it tight from your body.
Makes sense?
How I did it?
Think of it like full arm cast with tree nested vector: shoulder, elbow hint, hand goal.
the shoulder (nested in the same position of the sholuder model) "look at" the target and the other child objects are moved automatically.
Finally the hand is rotated to "look at" the target.
Playing with some offsets of the three you'll get the result.
Let me now know what you think and subscribe if you like.
CREDITS
Unity engine
John Mac's "Unity Third Person Control" series (camera control part)
PBR Customized Soldier | Maksim Bugrimov
Hashtags search
#Unity3d #MadeWithUnity #MaxPayne
So, the video refer to a controller "test" made before the Dark Souls one that I'm working on (check the playlist on my channel).
The movement are based on John Mac's "Unity Third Person Control" series.
I encourage you to go through his tutorials and, in 1-2 days, you'll end up with a controller that is better than mine.
The head "look at" is the one provided by unity.
The aiming part is a little trickier.
In this case, in unity IK you'll work with two vector: hand goal and the elbow hint.
The first alters the hand position while the second it's like a string attached to your elbows that influence its position/rotation.
Two example to give instantly an idea of how it works:
- classic beer mug drinking, in this case the elbow hint would be at Vector3(.5f,-.1f,.05f) from your right shoulder. keeping it away from your body.
- classic gym curl, in this case the elbow hint would be at Vector3(0,-.5f,-.1f) from your right shoulder. keeping it tight from your body.
Makes sense?
How I did it?
Think of it like full arm cast with tree nested vector: shoulder, elbow hint, hand goal.
the shoulder (nested in the same position of the sholuder model) "look at" the target and the other child objects are moved automatically.
Finally the hand is rotated to "look at" the target.
Playing with some offsets of the three you'll get the result.
Let me now know what you think and subscribe if you like.
CREDITS
Unity engine
John Mac's "Unity Third Person Control" series (camera control part)
PBR Customized Soldier | Maksim Bugrimov
Hashtags search
#Unity3d #MadeWithUnity #MaxPayne
Комментарии