Section #2: Head Rotation Direction
Added 2020-03-16 17:33:04 +0000 UTC
Good day, my valuable Patrons! It' time to be a little confused and interested at once. You may see here something that's pretty simple but doesn't seems like. However, I'll try to show what is going on here.
Vocabulary (simplified):
- Bone - part of "skeleton" which moves "skin" and "clothes" or other stuff.
- Virtual Bone (VB) means kind of target, an aim. Like a hologram. Might be used for other purposes. Initial position of Head VB equals Head bone (default).
- Mesh - 3D model of something. Tree=mesh, Sasha=mesh (but skeletal), Grass=mesh.
- Skeletal Mesh - mesh, might be containing a bones, animations and many other options, but this two is crucial.
In short:
- -We take a Bone (head bone of Humpback's skeletal mesh)
- -Create virtual bone to skeletal mesh who looks at someone (VB doesn't make any deformations itself).
- -And put this VB onto other bone (head bone of Sasha's skeletal mesh e.g.).
In this way a character can directly look at other's "bone" (head, of course).
We got bad transition interpolation (passing) of head turn (you might noticed that, it's too abrupt). I've been struggling with it for a week and sometimes came back again but unsuccessfully - other bugs appears or something go wrong in other ways. So I left it for another day. This model is acceptable for now.
That's it. Thank you for your attention!
Working hard,
Absent.Dogma.