Is it possible to stop a timeline (at any point by the player) and play it backward from that point? Or the other way around?
I'm trying to create a garage door that goes up and comes down. The easy way of doing this would be two separate timelines, activated by some button in the scene, that disable the button while they're being played, so that each animation can just to completion before the next interrupts it.
But I want the more realistic way: which is you could interrupt the animation at any time and play the other animation going the other way from exactly that point, so there's no interruption.
It's easy to play in reverse by using a count up and a count down timer, but how do I make sure they align?
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If they are simple garage doors and their only movement is up/down, why not use a mover instead? You can stop the movement at any point and it would be more simple overall. You'll need two movers or an advanced mover for this, because door moves up or down (or you could rotate your single mover with a keyframe).
Tell me if it could work ^^ -
A mover is a good idea. I guess I was using a timeline to sync up the sound effect, but there are other ways to do that. I'll give it a try and report back. Thanks!
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Both timelines and key frames can manipulated by timers so you may only need a key frame to work with.
Ex.:
3 way selector, B and C ports connected to the (+), (-) of a combiner.
Output of combiner to the start of a timer set to speed (the target time will affect the open and close speed).
The output of the timer connected to the key frame that has recorded the door at the open state (close could work as well).
B and C states in the selector will move the door either way and A state will hold it in place (freeze timer).
The concept will work with the timeline as well.
Hope it doesn’t sound complicated. -
Zupaton, thanks. That worked perfectly, and was pretty easy since I was already using a timeline. The audio for some reason doesn't play in reverse, but I resolved that by taking it out of the timeline and having it play on loop whenever the timeline's playhead was > 0 and < 1, so has the same effect basically. Thanks both for your help! Xenaree, I tried the idea with the mover, but, purely through my own lack of familiarity with movers (I'm making a walking sim, so have only used them a few times), I couldn't get it to work and with the audio. But thanks!
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Use one timer set to speed.
A positive signal will get it to count in one direction and a negative signal in the other direction. -
Have you tried using the hidden input on the timeline? The one at the bottom of the play head that only appears when your holding a wire over it?
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