Object track - mouse movement

Im trying to make an isometric looking game and im looking for a 2d mouse movement script where you can rotate or track the movement of the mouse cursor. So you have a character and whenever you rotate or move the mouse around the char, the character rotates. I tried this http://www.blendswap.com/blends/view/6567 but it was inverting the character.
Any help to move on is appreciated.

Anyone got ideas, how to do this?

Are you looking for something like this? Its really basic, but it might point you in the right direction

Attachments

mousetrack.blend (467 KB)

You can use clicking to drop a waypoint that the “player” uses a navmesh to navigate to the point?
like diablo? when you click, other wise it’s just a 2d track to and a “shuffle feet when turning” style system?

I have been meaning to watch this http://www.youtube.com/watch?v=FWKLKW7tY7E

to see if it’s relevant…

I can try and get piece of candy optimised and drop the “real torque legs” and just use apply impulse, but that will not navigate around obstacles on one click

Hi, scuba111223, thx for the script, but i still got a problem, my character reverses. The mouse should be in front not back. How to fix this?
heres a video: http://www.screenr.com/lVa7
Blueprint, the mouse should just rotate the character.

Does it use a track to?

Just do this…


Thx, Blueprint, i didnt look at this settings, now its all clear. :slight_smile:

No problem, check this rig out I made from that…

It’s the “Walk March” without a Rig running from it, but notice the( if walk =1) and (if walk = 15) apply force?

this could look very smooth if you timed it with your animation,

Attachments

MouseCrack.blend (493 KB)

And with a little mojo

Attachments

Wrectfizzile.blend (845 KB)

Messed around with motions - animations are quite silly but movement is ok :slight_smile:

Attachments

Wrectfizzile.blend (843 KB)

Well its interesting, but im still not for such a motion, still prefer to animate by hand.

Sure thing, I just ripped out a old rig and slapped it in,

you can use the Sequencer to start actions and apply forces,

:slight_smile: