Topic: Rotation/Root Alignment Errors with humanoid rigged character

Hey there, I'm having two issues with my humanoid rigged character. I'm unable to recreate the issue but some times there will be times where my prefab seems to not align with the "hitboxes" root motion of the character. Example, a kick that normally moves me forward will move me backwards. Or will just be completely off axis:

gif

Another issue that may be related, is that unless I checkmark "Always Face Opponent." The camera will keep swapping whenever I move left/right. This causes my controls to swap and I can't move backwards. I'm also curious how these camera/input systems will work online:

gif3

They use humanoid rigs and re-use some of the exact same move files as the default characters. Incidentally this issue manifests with default characters/p2 side in a different way:

gif2

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Re: Rotation/Root Alignment Errors with humanoid rigged character

About the first issue (hitbox not aligning) -
It seems like you used the incorrect "Ethan" while reskinning the character. Rectangle hitboxes do not work with 3D game play, and it looks like this Ethan is from the 2D demo folders.
To make sure you have the correct hitboxes in play, enable "Gizmos" on your scene or Game view to see the hitboxes in action. If some of them are rectangles instead of spheres, you probably used the incorrect asset (look inside the folder "Resources" to make sure you have the right Ethan).

The camera system can be a bit complicated when toggling multiple different options. I recommend sticking with the demo options.

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Re: Rotation/Root Alignment Errors with humanoid rigged character

The issue with the hitbox ended up that the hitbox was not properly connected to the legs. It was the proper hitbox though. I did recreate my alignment issue, which seems to happen when I don't have "Always face opponent" toggled.

The reason I don't want "Always face Opponent" toggled is because the camera flips when I jump over the opponent. Is there any way I can avoid this from happening?

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4 (edited by FreedTerror 2021-04-23 15:53:28)

Re: Rotation/Root Alignment Errors with humanoid rigged character

BlankMauser wrote:

Is there any way I can avoid this from happening?

Take a look at this thread http://www.ufe3d.com/forum/viewtopic.php?id=2654 it has some code to address that camera flip behavior.

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5 (edited by BlankMauser 2021-04-23 18:12:21)

Re: Rotation/Root Alignment Errors with humanoid rigged character

Thanks, that fixed it! Hopefully can be pushed into the source soon. Much obliged.

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