Waypoints stopping movement

Hello!

Im working on this videogame with my team. We really want to get movement between waypoints as smooth as posible, without having to give waypoints up.

We are interested in the nps moving as realistically as possible, making them look like they are almost “following a curve” instead of straight jagged paths.

Any tricks and tips for this are appreciated.

We have already done what is suggested in the following link.

However we would appreciate any trick to get a more realistic rotation.

IN ADDITION AND MORE IMPORTANTLY:

The character always stops for at each waypoint. We dont want it stopping or decreasing its velocity at all. Is there a way to do this?

Thank you very much for your help.

Hello! I worked out the answer and posted it HERE
! Hope it helps!

Hello guys! I found an easier solution to this. My problem was the blendspace idle/walk/run animation snapped to idle once the npc stopped at a waypoint.

This sudden deceleration and snapping can be solved by simply changing “Target weight interpolation speed” in the asset details of your blendspace.

By default, this value is set to 0, which will make the animation snap to idle. Play with that value. Something like 4 Works quite well in my opinion.

Best of luck!