Roland Posted June 10, 2012 Posted June 10, 2012 Hi I want to calculate the move speed of an animated character. My simple first approach was to measure the distance between the feets TVec3 lPos = EntityPosition( _leftFoot, 1); TVec3 rPos = EntityPosition( _rightFoot, 1); _curSpeed = fabs(lPos.Z-rPos.Z); // calculated speed That kind of works but the character will move in a (jagged?) manner. I know someone of you have done this calculation but can't remember who. Anyone? Quote Roland Strålberg Website: https://rstralberg.com
Canardia Posted June 10, 2012 Posted June 10, 2012 Curve the fabs to eliminate jagging. Quote ■ Ryzen 9 ■ RX 6800M ■ 16GB ■ XF8 ■ Windows 11 ■ ■ Ultra ■ LE 2.5 ■ 3DWS 5.6 ■ Reaper ■ C/C++ ■ C# ■ Fortran 2008 ■ Story ■ ■ Homepage: https://canardia.com ■
Roland Posted June 10, 2012 Author Posted June 10, 2012 Meta... .somethings things are more easy than what meets the eye. Of course that works. I was thinking to complicated. Thanks Quote Roland Strålberg Website: https://rstralberg.com
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.