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Last Lessons

The woke up that morning again. Thing all the things exists the way it was before, just a bit older. anyways I turned on my PC started working on the job I was assigned for my day. I opened the chat with my buddy Anekith and discussed about further implementations possible in game. we carried on with my work while chatting, spend some time perfecting post-effects and associated shaders. The class began and Prof. Ahmed was in the chat. I and my team mates joined the chat. we were asked about our progress and both of the teams screen-shared and explained the progress they made in the past week and the challenges they were facing during development. The other team were making good progress, we were too. We were facing a one major issue with out character movement system. The "foot sliding". Prof. Ahmed told us that the standard industry method of animating locomotion is by using root motion which simulates a nearly accurate physical movement which appears to respect accelerating and weight of the character. Then he taught us a cool trick about how to use Curves in imported animation and access the valve in the Animator component. The way it is done is by setting nodes and adjusting the curve through the time span of the animation. and later access the curve value through the animator using the Animator.GetFloat("Curve Name") method.

Fig.1


Later we moved on to the progress update and project planning session with the animation team. The animators were a bit later on their progress. we programmers were a bit worried about it coz if the animations are delays then the implementations too.



References:

Unity3D Engine [Computer software]. (2019). Retrieved from https://unity.com/

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