@lwall , I am currently in a project that involves this sort of animation. Are you planning on using Mixamo animations for this experiment? I suggest you do. They can be quite helpful.
There are a couple options programmers consider when they confront this issue:
They need a way to rotate gradually. This is generally done using rigidbodies and the applyTorque function.
You want an animation to play for the rotation so the game looks smooth, so you can either grab the Mixamo “Turn 90 Degrees” Animation, or some programmers who are sly and sneaky and want to have things more perfect, decided to use strafing animations that can blend very well and make it look like the player is still taking the necessary steps to turn.
Basically, what I’m saying is you need to use this.entity.rigidbody.applyTorque(force) to rotate the character gradually, and use either turning animations or strafing animations for the animation. I have more examples/explanations ready if they’re needed!
Yes I’m planning to use mixamo animations, I definitely don’t want to use torque, my game is a board game like chess but with 3D characters, users will be clicking on tiles to move them and the characters are just eye candy, they don’t need collisions or physics at all.
First, mixamo turn animations aren’t in-place animations, but ignoring that problem, I still need a way to change a model’s Y rotation without having it visually affect the currently playing animation, that way I can animation blend back to a different Y rotation idle state. Is that possible?
So basically, that’s what I’m talking about when I’m saying root motion is tied heavily into this. Your best bet is, like I said, to get the “Strafe Forward Right” and “Strafe Forward Left” animations from Mixamo, mark them as “In Place”, then use those as the animations for turning. It seems to have worked rather well for me animation-wise.
If you’re unwilling to apply forces to gradually rotate, then you’d have to use a custom loop in your script’s update function. If you help me to understand your project a bit more, I can help explain and craft such a script.
OK I think I understand what you are saying now: use a forward facing foot moving animation, then rotate the model on the Y axis via code, and just find an animation that looks correct after all of this