How do I trigger my paint stroke animation to start?
How do I trigger my paint stroke animation to start?
I’ve made a painting animation with 8 frames. I can watch it play normally, however I want it to be triggered by a timer (or anything at this point).
I connected the ‘timer finished (signal)’ of a timer to the power of the painting object, however that only gets it to show one frame of the animation. For every 3 completions of the timer it moves ahead by one frame in the animation (and shows it for a split second). My guess is that the ‘timer finished (signal)’ is such a short pulse so the painting isn’t powered on enough to show the animation.
I’ve tried outputting different signals from the timer, into different inputs on the frame-by-frame painting, but I’ve had no luck. Does anyone know what I’m doing wrong?
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No idea if this will work, but can you put the paint stroke into a timeline? Or maybe use keyframes in a timeline to advance to the next animation frame of your stroke?
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Is there something in the tweak menu for this (not at my PS4)?
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That’s worked thanks @Magus0Mind00
I made a key frame for each of the frames in the paint animation. It’s kind of like a timeline in a timeline.
There are a lot of things that can go wrong in it though. I’ve finally got it to work, but I don’t want to touch it again in case it breaks again.
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