Is it possible to seperate the puppet from the crosshair underneath it?
I wanna set up an action sequence for a character animation running up a ramp and jumping off, however when I use the puppet it doesn’t play well with the timeline and wants to do its own thing while attached to the crosshair underneath it.
So one can I remove the crosshair to make the puppet completely Independent from the attachment so I can move it manually and two if I can’t do that then can I blend a auto run cycle already implemented into a manual jump animation that I create??
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I think removing the puppet from the cross hair would turn it into a bunch of objects jointed together and would remove all of the procedural animations so it wouldn’t be a puppet any more. I’m not sure how useful this would be but you can probably do it by selecting all the body parts and taking them out of the puppet group.
Another thing you could try is to animate the puppet using the action recorder which allows you to possess the puppet and perform with it. So you could set it recording and then run up the ramp and jump off. The recorder will record this whole sequence and play it back when the action recorder is triggered.
Hope this is helpful :) Peter -
Ok thanks a lot Peter I’ll try that!
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