Even though I guess/am sure that this would mostly belong into the Discussion Forum (ironically), all you have to do is to make an Else after each If Instance, commanding either xVelocity=0 or yVelocity=0. You also can make another If Instance that includes both Left- and Right-Movement and one If Instance including both Forth- and Back-Movement, and then make an Else Instance for each of them. (That MIGHT end up better to control, even if it looks a Bit unclean.)
Main character almost finished. Unfortunately the hands put on another 500 faces to his total face count. But considering they are the most important part and the part you (in first person) will see the most. I decided to add as much detail as possible (including ears!). Making his total face count 1084 faces.
After having finished rigging my mesh… I noticed a problem I am not capable to fix. Notice how the knee bends the wrong way? How do I use Inverse Kinematics to have it so that it bends the other way? (The way it’s suppose to bend)
First, make the leg already bent when modeling. That way the IK knows the way it should bend. Second, you can set the limits and stiffness for bending of bones (don’t know where it is these days, I’m sure you’ll find it though if you look on the properties tab when selecting bones in pose mode).
The character looks good, but as I say, try to model him in a contracted pose, with arms legs and spine already slightly bent the way they normaly bend. Also better th model the hands as slightly grasping.
u could do some “artificial mocap” video ur self doing walks, jumps, etc or what not, even from first person (strap a camera to ur head) and then load it up to blender and move the armature to where u r in the vid
This is definitely how to get ultra-high realism. However, I meant more as in… When he starts to walk he doesn’t just go from 0 m/s -> 2 m/s instantaneously. He gradually reaches he’s normal walking speed as we humans do. Same for running. Notice how in most blender games you seem to just float in the air and gradually descend when you jump? I don’t want that. I don’t know what units blender uses for it’s base units. Or what the mass is in. But I want a realistic movement system. (It will be in First Person, the rigged mesh I made won’t be used for the main player. I only did that in case I needed for something).
That way if you are moving slowly then the animation will play slowly, but when you move quickly, it will play quickly. You will also need a stride length bone which the feet handles (the bones which the leg IK targets) can be parented too. Scaling this bone makes the stride length longer or shorter. When your speed is high you take long strides, but if you are only turning around, you just shuffle your feet in place.
Here’s an example of this method:
The down side of this method is that it’s difficult to mix with other animations (such as falling or raising a gun, as you can’t blend animations which are driver by properties). This might have been changed in the most recent versions of blender, but I don’t think so.
The other way of doing it is to have a walk, fast walk, run and sprint animation and mix them depending on the speed of the character. That’s the method I finally chose, as although it’s less acutrate it does have more flexibility.