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Precition keyframes and the timeline....Pixel animation

  • thebiv

    I can't believe I spelled "precision" wrong.

  • CLOUD1985

    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.

  • thebiv

    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)

  • Agarwel

    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.

  • thebiv

    Agarwel.....Great suggestion!!! I'll give that a shot!

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