Precition keyframes and the timeline....Pixel animation
The goal:
Have a 3-D pixel character do the "run in place" thing that some old school RPGs used to do.
What I have done so far:
I have made four versions of the character. I will call them "Stand", "Right Foot", "Left Foot" and "Attack".
I stacked all four on top of each other, grouped them and opened their menus.
I then grabbed a timeline. I placed three keyframes on the timeline.
Keyframe 1: Left, right and attack are set to invisible. Stand visible
Keyframe 2: Stand, Left, and attack are set to invisible. Right visible.
Keyframe 2: Stand, Right, and attack are set to invisible. left visible.
I then copied K1 so the order looks like K1-K2-K1-K3. I set the Timeline to loop.
I then stretched the key frames to fill the entire second. This is where I'm running into issue, but I'll get back to that.
Now when I press play....it runs at a very slow walk....good enough, I can adjust the time later.
But how? The only way I can find to adjust the length of the keyframe is by grabbing it with Dom-T and twisting it with second-circle. I don't see any way to stretch the keyframe by grabbing it or setting an exact number or "locking" it into the timeline.
As a result, the animation is just slightly off. It has weird stutters between the frames.
Any advice on getting those precise?
Extra credit:
For the attack I have the control sensor. The square is wired to a "Not" gate and then to the timeline. Square is also wired to a separate keyframe for attack. (Stand, Right and Left all set to be invisible)
Technically, this means the animation runs normally unless the square is pressed, interupting the timeline and starting the attack key frame.
Using the controller is just a stop gap. That will be triggered by other logic later on, but is this the proper method?
Also, when I go to test it, the cam keeps getting "locked" into the animation group. I can't pull back from it, even when I'm not possessing anything. Anyone else encounter this?
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I can't believe I spelled "precision" wrong.
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The keyframes in the time line can each individually be stretched back (made shorter) to run quicker and you can insert a blend type between them. I'd try stick them close together and open the timeline tweak menu.
Try adjust the play back speed to loop the animation faster and see if it gives you better results. If you run it fast enough you make get rid of any jaggy transition effects.
The square for attack sounds like it's built correctly, it's certainly the method I would try to achieve what you are trying to do.
For the camera, try attaching a camera pointer to your character. You can adjust the direction the camera points, it's zoom and angle and it should follow the character as it moves. -
I should have clarified. It's not a character. I plan to make an PRG with multiple...um...avatars on screen, like Final Fantasy. The controller sensor is just for testing the logic.
That's probably the issue. I'll try un-attaching the microchip from the character group.
As for stretching the keyframes....is there a way to number input the length instead of manually stretching them. I know you can't grab the edges to stretch them, which would be better than using circle, like we have to now. (at least, that's what I've been able to determine) -
If you need really precise time maybe timeline is not a best option?
Maybe using selector (each input for different keyframe) and using timer to switch the selector outputs. This should give you precise control over the speed of the animation. -
Agarwel.....Great suggestion!!! I'll give that a shot!
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