Aim offsets

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JunkerKun
Posts: 97
Joined: Mon Jan 28, 2013 12:52 am

Aim offsets

Post by JunkerKun »

There is this thing I tried to make last two days (to no success).
I know UE4 calls them aim offsets which is a set of frames that show character's position for aiming to the left, top left, etc. It then Blumenthal together to make a character aim in a proper direction. So, my main question is if anyone here knows how it is actually done and how can I make it in Or flight. So far I can make a character properly aim up and down by interpolation between two frames but I want it to be able aim in all directions rather than only in two.
Have someone made something similar?
The_Glitch
Competition winner
Posts: 523
Joined: Tue Jan 15, 2013 6:36 pm

Re: Aim offsets

Post by The_Glitch »

Sounds like an thing I know as a Animation Overlay. If were talking about the same thing it's a key frame that defines the orientation or direction of a particular bone or node or whatever you use it's most commonly used for aiming.
JunkerKun
Posts: 97
Joined: Mon Jan 28, 2013 12:52 am

Re: Aim offsets

Post by JunkerKun »

The_Glitch wrote:Sounds like an thing I know as a Animation Overlay. If were talking about the same thing it's a key frame that defines the orientation or direction of a particular bone or node or whatever you use it's most commonly used for aiming.
Yeah, that's the thing. The question is - how to properly apply them to blend with the animation?
mongoose7
Posts: 1227
Joined: Wed Apr 06, 2011 12:13 pm

Re: Aim offsets

Post by mongoose7 »

For each bone, take all the "aim offsets", convert to quaternions, linearly interpolate, apply the resultant quaternion to the bone.
JunkerKun
Posts: 97
Joined: Mon Jan 28, 2013 12:52 am

Re: Aim offsets

Post by JunkerKun »

The problem is - I already tried. Quaternion don't seem to be converting angles to eulers properly when getting them from keyframes.
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