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character:headlook [2014/04/30 02:27]
Mistermind created
character:headlook [2014/10/27 19:25] (current)
Justin H.
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 ====== Head Look ====== ====== Head Look ======
 Head Look is based on a script made by [[http://blogs.unity3d.com/2009/07/10/just-looking-around/|Rune Skovbo Johansen]]. You can find the original script [[http://wiki.unity3d.com/index.php?title=HeadLookController|here]]. Head Look is based on a script made by [[http://blogs.unity3d.com/2009/07/10/just-looking-around/|Rune Skovbo Johansen]]. You can find the original script [[http://wiki.unity3d.com/index.php?title=HeadLookController|here]].
- 
-{{ :character:character_headlook.jpg?nolink |}} 
  
 **Enabled**: You can disable Head Look if you don't want this character to use it. **Enabled**: You can disable Head Look if you don't want this character to use it.
 +
 +{{ :character:character_headlook.png |}}
 +
  
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 ==== Bending Segments ==== ==== Bending Segments ====
 Which segments of the rig will be used to "look at" the opponent.  Which segments of the rig will be used to "look at" the opponent. 
-  * **Affected Body Part:** Which body part will be used to rotate. Its recommended that you assign the "Head" here (giving you already have your hit box setup+  * **Affected Body Part:** Which body part will be used to rotate. Its recommended that you assign the "Head" here (if hit boxes are set up
-  * **Responsiveness:** How fast will the bending occur (aka, how fast will the head move to follow the opponent)+  * **Responsiveness:** How fast the head will move to follow the opponent
   * **Threshold Angle Difference:** When selecting "head" as your body part, the engine will attempt to use its parent (normally the neck) as the bending angle control. This limits how far can the segments "bend" to account for the target direction.   * **Threshold Angle Difference:** When selecting "head" as your body part, the engine will attempt to use its parent (normally the neck) as the bending angle control. This limits how far can the segments "bend" to account for the target direction.
   * **Bending Multiplier:** Bending Multiplier control how much the segment bends or turns compared to how big the target angle is.   * **Bending Multiplier:** Bending Multiplier control how much the segment bends or turns compared to how big the target angle is.
   * **Max Angle Difference:** The segment will attempt to be no more than Max Angle Difference away from the target angle, though it won’t bend any further once it reaches the Max Bending Angle.   * **Max Angle Difference:** The segment will attempt to be no more than Max Angle Difference away from the target angle, though it won’t bend any further once it reaches the Max Bending Angle.
   * **Max Bending Angle:** How far can the parent bone (the neck) bend.   * **Max Bending Angle:** How far can the parent bone (the neck) bend.
 +
  
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   * **Body Part:** Which body part should not be affected.   * **Body Part:** Which body part should not be affected.
   * **Weight:** By setting it to 0, no movement will be applied to this body part.   * **Weight:** By setting it to 0, no movement will be applied to this body part.
 +
  
 ---- ----
-**Global Weight:** You can set the overall effectiveness of this script using this value (0-1). +  * **Global Weight:** You can set the overall effectiveness of this script using this value (0-1). 
-**Look At Opponent's:** Which body part from the opponent should this character look at. +  **Look At Opponent's:** Which body part from the opponent should this character look at. 
-**Override Animation:** If enabled the engine will attempt to override the current rotation of the character to account for the animation. This variable seems to have different results depending on the situation.+  **Override Animation:** If enabled the engine will attempt to override the current rotation of the character to account for the animation. This variable seems to have different results depending on the situation
 +  * **Disable On Hit:** If enabled, getting hit will disable head look (more realistic).
  
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 **Notes:** **Notes:**
   * You can find more information about this script [[http://blogs.unity3d.com/2009/07/10/just-looking-around/|here]].   * You can find more information about this script [[http://blogs.unity3d.com/2009/07/10/just-looking-around/|here]].
-  * Some characters seems to behave differently depending on how they were originally setup. recommend playing with all the values until you find the right tune for each character. +  * Some characters seems to behave differently depending on how they were originally setup. We recommend playing with all the values until you find the right tuning for each character. 
-  * An example of this script in action can be found on Robot Kype (Source version only).+  * An example of this script in action can be found on Robot Kyle (Source version only).
  
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character/headlook.1398839277.txt.gz · Last modified: 2014/04/30 02:27 by Mistermind