1

(23 replies, posted in Animation)

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.

2

(23 replies, posted in Animation)

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.

Thanks!

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?