(I emailed Node Canvas about this a while back but no response so i’m hoping the community here will have the solution.)
Iām using āNodeCanvasā and āThird Person Motion Controllerā by Ootii to control my AI characters and I have a little issue that supposedly a NodeCanvas Node will solve if i could get it made.
I want to use the animations Root motion to drive the characters not the navMesh Agent. This will allow the characters to have a more dynamic appeal instead linear movement created buy the navmesh agent.
From what I understand:
Ootiiās āMotion Controllerā does this by use a script called āNav Mesh Input Sourceā which gets the Pathing from the NavMesh but then drives the character using Root Motion animations.
According the āOotiiā a NodeCanvas node can be created the have NodeCanvas control the āNav Mesh Input Sourceā.
I don’t code so iām a little lost, but i guess NodeCanvas need to control the āNav Mesh Input Sourceā because thats what the āMotion Controllerā uses to determine what animations to use to move the character with root motion.
I am really sorry but I’ve totally missed your post here š
I have to use MotionController for a long time now, but you can modify most of the properties found on MotionController’s components with the “Set Property” ActionTask in NodeCanvas. For example, to set the “NavMesh Input Source” component “Target” property (which I presume is what ootii is referring to), simply add the “Set Property” ActionTask and then click the “Select Property” button in the inspector of that ActionTask. From the menu that will popup, you will be able to see all components (attached to the same gameobject as the graph is) and their properties. From there, you can then select the (“NavMeshInputSource/set_Target”) property (or any other component property).
[attachment file=”NavMeshInputSource.png”]
Let me know if that is indeed what you were after and sorry again for the late reply.
Thank you.