Turn and roll animations are not included.
Instead, spine's and head's bone's angles are directly changed by Transform(Modify) bone in the Animation Blueprint.
The rotation angle is derived as follows.
f: forward speed
y: yaw speed
dt: delta seconds
Let the length of the shark be L.
Let φ be the angle of the figure when approximating the body of a shark with a circular arc.
Then,
fdt/ydt=L/φ.
Hense
φ=yL/f.
The rotation angle of the bone to be sought is the number
yL/8f
obtained by dividing φ by the number 8 of the spine and the head bone.
0 件のコメント:
コメントを投稿