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Question by legowill6 · Jun 18, 2019 at 11:20 AM · rotationorientationlocalanimation controllerblend tree

How do you play blend tree animations relative to an object's rotation?

Hello, I looked at this thread:

https://answers.unity.com/questions/1235394/make-input-relative-to-rotation.html

Where this person had a similar problem to me a while back but I don't think it has the answer I'm looking for.

I have a 1D blend tree setup with three animations:

  • Left walk

  • Forward walk

  • Right walk

It uses the direction parameter to change into each one accordingly, this works absolutely fine but only for the set direction the character is looking which is forward (north)

Code (C#):

 public class PlayerController : MonoBehaviour
 { 
     private Rigidbody RB;
     private Vector3 MoveInput;
     private Vector3 LookInput;
     private Vector3 MoveVelocity;
     private Quaternion Rotate_From;
     public MovementJoystick Joystick;
     public LookJoystick Look;
     public float LookSmooth;
     public float speed;
     public float DirectionDampTime = .25f;
     Animator Anim;
 
     private void Start()
     {
         RB = GetComponent<Rigidbody>();
         Anim = GetComponent<Animator>();  
     }
 
     private void Update()
     {
         MoveInput = new Vector3(Joystick.Horizontal(), 0, Joystick.Vertical());
         MoveVelocity = (MoveInput * speed);
         LookInput = new Vector3(Look.Horizontal(), 0, Look.Vertical());
         Rotate_From = transform.rotation;
         Quaternion rotation = Quaternion.LookRotation((LookInput));
         transform.rotation = Quaternion.Lerp(Rotate_From, rotation, Time.deltaTime * LookSmooth);
         if (Anim)
         {
             float h = Joystick.Horizontal();
             float v = Joystick.Vertical();
             Anim.SetFloat("Speed", h * h + v * v);
             Anim.SetFloat("Direction", h, DirectionDampTime, Time.deltaTime);  // Direction
         }
     }
 
     private void FixedUpdate()
     {
         RB.velocity = MoveVelocity;
     }
 }

Near the bottom here, the line:

 Anim.SetFloat("Direction", h, DirectionDampTime, Time.deltaTime);  // Direction

Where H is an input I'm taking from a joystick script. I need this directional input to be relative (local) to the rotation of the object and not just always on a set axis.

Here is my blend tree:

alt text

alt text

Any help or suggestions would be very much appreciated. Thanks.

walking.png (18.1 kB)
walking3.png (22.8 kB)
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