Animating Air
Hey Folks,
Im quite New to the game. Sorry if my question is to simple for this Plattform.. :)
Second point: im from germany, my english is not really good..
To the topic.
Im working on a playable airbender. Based on the Comic and TV Show Avatar, the last airbender.
One Talent is a drookick in the air. The puppet is well animated. It is jumping in the air und Kicks with booth legs in Front of itselve.
AT the point the feets are kicking in the air I want to create a small circle of transparent painting to Simulate air. The Ring should stay stay at the point of impact und in rund about 1 Till 2 second it should be getting bigger and more transparent.. Till it is not seeable anymore..
The circle Has a Mikrochip.
1.Teleporter
The painting is teleporting to another item with a tag called drookick. I need this Tag to make the keyframes on the Ring working smooth. The keyframes are on a timeline.
2.
2.Animation
6 keyframes making the Ring bigger and more transparent.
The timeline is playijg once and at the end it will activate a destroyer.
In the creation Mode it is working well.
The Ring is teleporting to the other Objekt with the Tag and is playing the Animation once: going bigger and more transparent.
So I created two (Spender)
I dont know the English wird for IT.. The Thing that create / let appear other items.
Booth (spender) let appear the two items. The one with the Tag and the Ring.
Since then the Ring is not playing the Animation of the timeline correct.
I tryed so Hard but it is not working. Do you have any idea why this is Happen?
I Even put a activated battery to the timeline, that directly after aopearing the Animation should Start.. But it isnt working.
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I think the "spender" is called "emitter" in english :D https://docs.indreams.me/en/help/getting-started/edit-mode-guide/assembly/gadgets/movers-and-output#emitter
You can find all the gadget names in english (and other languages) here, in case that's useful for you: https://docs.indreams.me/en/help/getting-started/edit-mode-guide/assembly
There's a few things that could be causing this. But I'll just skip to the setup that will work, and you can figure out if you can make that work.
Have your painting and animation grouped up so it's a single object. Link that group to the single emitter. With the emitter tweak menu open, move the preview to whatever position you want it to be in. (You don't need that tag or teleporter this way.)
Now, when you emit the effect, it has its own animation and will play every time.
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