Character Movement
This page explains the basic background of character movement.
Last updated
This page explains the basic background of character movement.
Last updated
Since the actual human neck and head are rotational joints that move in 3D space, motion data values are calculated in three major axes. At this time, the names of the three axes will change depending on which axis you look at as a reference, and the movements based on each axis will appear differently. First, the Up vector and the LookAt vector are defined, and then the direction of movement will be determined based on each vector.
If the Up vector is the standard, the x-axis movement becomes Roll, the y-axis movement becomes pitch, and the z-axis movement becomes yaw.
If the LookAt vector is the standard, the x-axis movement becomes pitch, the y-axis movement becomes yaw, and the z-axis movement becomes roll.