Quote:Original post by KestQuote:Original post by JohnBolton
To fix this, throw away all the angle stuff and just use the slope itself as the blend factor.
But there is nothing representing slope. Only a ground normal. Are you saying to just use a dot product? Or just use the ground normal?
The slope of the ground is normal.z / normal.y (after rotating it).
Quote:Original post by Kest
So you're saying that such an animation, factored to 0.5, will not walk up a 22.5 degree slope accurately?
Yes. That is exactly what I am saying. Look at my example again. Using your method, the foot is at [1.0, 0.5] and the ground is at [1.0, 0.414].