How do I... Add moves to a character?
I couldn't see any tutorials that go into this and tweaking characters seems like a pretty complex thing to do. Looking inside some character controllers is very overwhelming...!
I want to create a new move for my character. I'm trying to give him an attack on Square. The idea is you'd press it and it'll play an animation, trigger an attack and return to the default walk/stand/whatever.
I did manage to make a keyframe pose and hook that up to the Square button but it doesn't attack and it holds the pose for as long as I hold Square. It's pretty funny seeing him hold the attack pose and continue to run and jump, but not what I'm looking for. I also just added the keyframe right next to the controller sensor inside "controller logic". No idea if thats where it should go, but I doubt it since the "puppet logic" has a jump animation and run animation next to that "controller logic".
So...
-How do I make pressing Square play an animation and automatically stop that anim regardless of if I hold down square?
-Any thoughts on the best practices in terms of arranging a characters logic? I expect this is something you naturally learn over time...
-What's a good way of creating an attack? I was thinking of putting a trigger inside the animation that turns on during the anim and follows the weapon's danger-zone.
-Additionally, when is the best time to use the basic puppet vs the deluxe? I assume at this early stage I should ignore the deluxe to keep things simple?
Sorry for so many questions! If anyone has any thoughts on even just one it would be much appreciated :)
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Plug the square button into a signal manipulator set to pulse and then plug that into a timeline set to play once. That should always play the whole animation regardless of whether or not he player taps square or holds it.
Hope this helps :) Peter -
1) Put your keyframe inside a timeline, and rewire square to turn the timeline power on. In the tweak menu for the timeline, set it to play one (left most option towards the bottom of the tweak menu).
2) Following the example of the basic puppet, the practice seems to be to place each individual animation/action into its own microchip inside of a root level character microchip. You can change the icon display of each microchip (and name them what their function is) in the microchip tweak menue. But, you should experiment and see what works for you - it's probably fine for it to be messy and unorganized while you're experimenting and learning how everything works together with the gadgets.
3) Use a trigger zone for the hit box, and power it on/off with the attack animation trigger. Attach the trigger zone to a health modifier gizmo and tweak it as desired. Wire the trigger to detect an appropriate tag (e.g. player, enemey, etc.)
4) Deluxe puppet has more built in features to get you going faster - basic is for more of your own custom features to be added -
This way you can just place a Heath modifier on the animation timeline at the exact moment you want to apply damage. It’s much easier to time logic out this way.
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Logic layout is entirely up to you to be honest. We have developed a sort of common standard over time which we use through all the Dreamiverse Dash Contraptions. But honestly if it works then it’s cool. Neatness just makes it easier to maintain and read. :)
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I use the delux puppet every time as you can read through the existing logic to learn about how to set up a puppet :)
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Thank you both for your help! I got the animation thing sorted and I think I can understand the layout things a bit better after going through that process. Are microchips basically folders that you can use to put more logic inside of? I duplicated one and emptied it for my attack animation and it works great, but I can't see where to create an empty one. I looked through all the gadgets but to no avail.
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Ah, found it! It was in Gadgets > Logic and Processing > Microchip. The icon looks a bit like a train map with 4 connected circles, in case anyone else can't find it :)
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Another quick question - How do you detect a button down press and then a button up press, specifically?
For example, Square press does a pull back punch anim and Square release does the punch attack anim. If you were to hold it down it would hold the pull back anim. Until you release. -
You'll need to fiddle with the logic gates (maybe look up a youtube tutorial on basic programming logic if you need help with what NOT, OR, and AND are all about).
E.g.
Make a different animation timeline for the press attack and the hold attack. Then wire Square button to start a timer, current time from that wired to a calculator checking for > 1, and the calculator output wired to the hold attack timeline (don't forget to wire the timer done to the timers own restart timer input).
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