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using keyframes on a non puppet to make a walking animation, when moved ruins the animation

  • CLOUD1985

    I'm not entirely sure but are all of the parts of your custom puppet grouped.

    I think if you group them, scope into the group and then animate them, their location is only recorded within the group rather than globally. This might fix it. Please let me know if it helps.

  • EternalDarknessz

    '@CLOUD1985 im using a puppet now since i made it into one but i cant figure out how to make it turn to face fix positions because if i use a keyframe to make it face right it stops all logic movement due to the keyframe recording the location that's also what you was talking about right?

    how would i make it turn using a keyframe without recording the location? if i scope in the group then make it turn on the spot will that work?

  • AndymationB

    Neon the Coder talks about it a little bit at the beginning of this tutorial vid:

    https://www.youtube.com/watch?v=Yz1DexMV-XU

    But basically, if you want animations to blend, you have to rotate each body piece individually. Either via the L2 trigger on the DS4 (or for moves: by first tapping the top of your secondary move controller against the bottom of your primary move. You'll know you're in rotation only mode when the imp changes into the keyframe diamond shape).

    When it comes to looking, you could also probably use a keyframe to change the "Look at" setting to a new tag that you have attached to a different object.

    Andy

  • EternalDarknessz

    '@Andy thanks also i found out that a keyframe can make a puppet waist only turn to face a direction and it works so don't use a keyframe to turn the whole puppet to face right just turn the waist only to face a direction and it doesn't record location because im not turning the group but the waist object.

  • CLOUD1985

    Have you tried using the look at rotator in combination with tags to turn the puppet, you can set the rotator to turn an object to face a particular tag.

  • EternalDarknessz

    '@CLOUD1985 i sometimes do that with a cross object that followers the player giving 4 tag directions

  • CLOUD1985

    Do you power the tags with the directional input and use a single look at rotator to face whichever tag is currently "on"

    Sounds like it would work well as a base for a grid type movement system.

  • EternalDarknessz

    '@CLOUD1985 yeah it does work and thats what i did for a grid type game i making.

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