(I emailed Node Canvas about this a while back but no response so i’m hoping the community here will have the solution.)
I’m using “NodeCanvas” and “Third Person Motion Controller” 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:
Ootii’s “Motion Controller” does this by use a script called “Nav Mesh Input Source” which gets the Pathing from the NavMesh but then drives the character using Root Motion animations.
According the “Ootii” a NodeCanvas node can be created the have NodeCanvas control the “Nav Mesh Input Source”.
I don’t code so i’m a little lost, but i guess NodeCanvas need to control the “Nav Mesh Input Source” because thats what the “Motion Controller” uses to determine what animations to use to move the character with root motion.
In this video at time mark 16:42 he talks about it.
I am really sorry but I’ve totally missed your post here 🙁
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).
Let me know if that is indeed what you were after and sorry again for the late reply.
Thank you.