Chris wrote: ↑03 Jun 2020, 01:55
At the very least, I think the target/activation angle needs to remaining facing the same way as the camera, so it's a consistent direction and behavior between first- and third-person, then manipulating the upper body bones and/or adding support for diagonal walking animations could be a future improvement that doesn't require a significant change in behavior.
Yes, sounds reasonable.
I've checked how does it work in skyrim.
- Activation direction is always the same as the direction of the camera.
- In 3rd person view camera is positioned lower than in MW and a bit to the right of the character to make the activation direction better visible.
- Character always looks the same direction as the camera.
In combat mode:
- There are special animations for all the 8 directions. Right and left movements are not symmetric because left shoulder (hand with a shield) is always a bit in front.
In non-combat mode:
- For 5 frontal directions (forward, diagonal forward, and also right and left) a single forward animation is used. The whole body except the head is rotated to the direction of the movement.
- For 3 backward directions a single backward animation is used (it differs from the forward animation). Body is also rotated.
- If player stops, it automatically activates observation mode.
In all the cases upper body is synchronized with lower body, but head points to the direction of view.
What do you think if I try to implement something similar in openmw? In settings there will be a switch "vanilla movement / skyrim-like movement".