In the previous episodes of the procedural animations for 4 legged characters series, I focused on aligning the character body and adapting the legs to the changes in the terrain. Today, I am going to improve the animation blendspace used for the locomotion of the character by enabling a root motion enabled locomotion blendspace. Here, specially the turning of the character would look more realistic compared to the previous implementation. same techniques can be applied to a horse riding system as well.
password : codelikeme_procdeer