Hi! Just wanted to get some feedback for my 3D Third Person Controller and Camera. I’m trying to smooth out the controls and camera implementations first before applying it to a game I’m planning to make.
So far, I’ve added a few Mixamo animations and set up a BlendTree to smooth out the transitions, but I still can’t quite figure out how to handle diagonal movement. The controller uses root motion, but I’m still seeing some foot sliding when switching between states.
For the camera setup, the Camera3D is a child of a SpringArm that handles zoom and collisions. The SpringArm is a child of a Node3D that eases toward the player position and takes care of camera rotation. I decided to manage the camera transform manually instead of making it a direct child of the player so I could have a bit more freedom with how it behaves.
I’m planning to try out some Inverse Kinematics to get the movement looking a bit more natural, and maybe use custom animation time seeking to better line up the transitions. I’m aiming for something with a Souls-like feel, which is responsive and grounded, but not fully realistic.
I’m open to any thoughts or suggestions on how to improve the controller. Thanks for checking it out!