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I did some more testing and I found that the behavior I mentioned in point 2 only occurs when you uncheck 'high moving friction' in the character physics data. If you do that, applied forces will have different results if you are moving or not moving.
I'm having the same issue as the OP and I'd prefer not to use applied forces for two reasons:
1. I want to animate the root so that the content in game reflects as closely as possible to the authored content.
2. When I move the controls to perform the input sequence, it nullifies the force.
For example, if I map a single button press to some kick action like the OP's example and I only press the button without moving the stick, the applied force works correctly, but if I move the left thumbstick toward the opponent and press the button, the force will get nullified.
I am thinking about buying the open source license. If I do, what are the requirements/restrictions for working with other people, specifically Modelers/Animators. Do they also need to have their own license to setup/test their animations?
Posts found: 4