Sonic Character Development - Maria Robotnik Day 012 - Implementing Actor to Actor Look At w Anims
One thing I am not doing this go rounds is making hand edited forced look at shots in CC4. I cant animate and I cant ever hardly know what camera angle could be good. To avoid that all together I have rather jankily implemented a Look At behavior for Human and Anthro blueprint characters now that relies on finding each others head bones and lerping to the angle most apporpriate for looking without breaking necks. It still cannot handle what happens when the character root or parent transform is rotated but at least its kinda slightly working when the parent transform is facing a positive direciton on the map. I will try to refine later.
If you are a CC4 user you may wanna follow this whole process just to keep up with some success stories, missteps and backtracks. There will be plenty of mistakes made I assure you, but the point is taking advantage of these pre-rigged humanoids, putting your own new bones and appendages on them and still retaining CC4s built in facial rigging if you are like me, a character modeler/texturer with no animation chops whatsoever. Come along for the journey, this mess is finna be wild!
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