Nice to help you! I can help with coding and ideas, maybe even a bit of modelling(although it is not my strong side). But don’t expect animations from me. I suck at them… I will actually need animator when I return to In-Dome and start(and than finish) the Von Der Dead network engine. Than the characters will need good, IK-based animations… Especially Von Der Dead where I will need Assassin’s Creed - like animation system(climbing walls where arm’s get attached to cams instead of flat surfaces, correct manuevring during rooftop walking etc.:)). Will you have something similar in this game aswell?
See i dont use IK for my animation. I know i know lol, but my animations are mostly from MIXAMO that i have tweaked. Yeah im going to add running up a wall, scaling a wall you may call it it`s simple, but hard to implement.
Character, characterbox > character does animation, character box stays in same place “Remove parent from character”>
Character gets to top of wall, character moves to top of wall “Parent character to box” on end of animation.
Only problem is that now animations will go through floor because they had location on the floor on z axis etc etc…
So instead don`t Remove parent>Character box “Parent to a separate new BONE” stay on floor > Animation wall climb
> wall climb animation end frame put character box BONE at top of wall. There is still problems, but can be worked around.
I know your situation - no IKs. I don’t know how to correctly use them so I am not making games with IKs… Later I will try one specific rig:) I am wondering if it is possible to set world position of specific bone…
The hitbox cant follow animation if the animation "Armature" is parented to hit box, as when the animation is moving up or forward and the hitbox moves the animation, lets say climbing ladder will be offset.
So move the actor up, using
own.applyForce((0,0,9.8*own.mass),0)#cancel grav
own.localLinearVelocity.z=climb rate
This should work fine, you can even play the climbing animation at a rate depending on speed, (so it will always line up)