I'm glad I'm able to explain things enough to help others understand what these things do. Like I got the gist of what they do, but for me to try and better explain these to others, I gotta do a lot of research lol
Hi, love your tutorials honestly they’ve really helped me figure a lot about gasp. I’d like to implement a quick-turn mechanic in GASP. Specifically, when the player is sprinting and makes a sharp turn, a quick-turn animation should play to capture the movement, similar to how a sprinter pivots abruptly. How would I go about adding this feature?
I appreciate you sticking with me through my videos! And glad I've been able to help you understand it better! So, this is just my theory/hypothesis on how to implement a simple quick-turn mechanic: 1. Make a new pure, thread-safe function called "QuickPivot" or "QuickTurn". 2. Grab an "Acceleration" Vector Variable based on "CurrentAcceleration" and a "Velocity" Vector Variable based on the "CurrentVelocity". 3. Grab two "Normalize" nodes and plug the two variables into their own "Normalize" node. 4. Grab a "DOT Product" node and attach the Normalize (Acceleration) output into the first slot, and then attach the Normalize (Velocity) output into the second slot. 5. Then, drag off the "DOT Product" output and check if it's equal to 0. 6. Then, drag off from the "==" output and plug into a Return Node. That's probably the simplest way I can think of. It's similar to how I set up simple pivoting functions for chooser tables, but instead of checking if less than 0 for 180-degree pivots, we check if equal to 0 for the sharp 90-degree turn pivots. Then, you would just need to get appropriate animations to throw into a PoseSearchDatabase and place it into the chooser table.
I do love how you explain things so we can learn, instead of just copying what you do with no idea how it works.
I'm glad I'm able to explain things enough to help others understand what these things do. Like I got the gist of what they do, but for me to try and better explain these to others, I gotta do a lot of research lol
Hi, love your tutorials honestly they’ve really helped me figure a lot about gasp. I’d like to implement a quick-turn mechanic in GASP. Specifically, when the player is sprinting and makes a sharp turn, a quick-turn animation should play to capture the movement, similar to how a sprinter pivots abruptly. How would I go about adding this feature?
I appreciate you sticking with me through my videos! And glad I've been able to help you understand it better! So, this is just my theory/hypothesis on how to implement a simple quick-turn mechanic:
1. Make a new pure, thread-safe function called "QuickPivot" or "QuickTurn".
2. Grab an "Acceleration" Vector Variable based on "CurrentAcceleration" and a "Velocity" Vector Variable based on the "CurrentVelocity".
3. Grab two "Normalize" nodes and plug the two variables into their own "Normalize" node.
4. Grab a "DOT Product" node and attach the Normalize (Acceleration) output into the first slot, and then attach the Normalize (Velocity) output into the second slot.
5. Then, drag off the "DOT Product" output and check if it's equal to 0.
6. Then, drag off from the "==" output and plug into a Return Node.
That's probably the simplest way I can think of. It's similar to how I set up simple pivoting functions for chooser tables, but instead of checking if less than 0 for 180-degree pivots, we check if equal to 0 for the sharp 90-degree turn pivots.
Then, you would just need to get appropriate animations to throw into a PoseSearchDatabase and place it into the chooser table.
@ thanks so much for the idea I’ll try it out and get back to you🙂↕️