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2023-09-12 at 3:54 pm #66770c4ccParticipant
I’ve decided to use Animation Puzzles for this, such as
Unfortunately, since “get animation frame” only enables an object’s frame to be captured, I have decided to group objects under a variable, so that the variable can be assigned to Get Animation Frame as an object.
Or does variable only work if a list of objects are assigned to it?
2023-09-12 at 4:44 pm #66775xeonCustomerBecause you can have a list of objects that each have their own separate timelines and may be on different frame numbers the get animation frame will not know what information to return….my two cents.
Based on the problem from my perspective you do not want to change characters/objects with show/hide to switch from one animation sequence to another. Your character – objects, rig, etc. should be parented up to a single empty or object. This is the object you will use to track the frame your character is on.
In Blender or any other 3D app you will animate your characters walk cycle, jump, run, etc. As an example frames 0-60 might be the walk cycle, frames 70 through 90 might be a run cycle, and 100-140 might be a jump cycle…etc. Then all you do is specify playing of the animation at the times you need when you need them. You will want to be sure the end frames and start frames for each segment are the same typically a standing neutral position so that you can jump between sections / action cycles and the effect is seemless.
Xeon
Route 66 Digital
Interactive Solutions - https://www.r66d.com
Tutorials - https://www.xeons3dlab.com2023-09-12 at 6:22 pm #66777c4ccParticipantBecause you can have a list of objects that each have their own separate timelines and may be on different frame numbers the get animation frame will not know what information to return….my two cents.
Ok, this and your last paragraph makes sense.
Based on the problem from my perspective you do not want to change characters/objects with show/hide to switch from one animation sequence to another. Your character – objects, rig, etc. should be parented up to a single empty or object. This is the object you will use to track the frame your character is on.
All my objects were already keyframed, before parenting them to a single empty/object. This causes them to lose their individual animation. Meaning the whole character made up of individual parts will be messed up, broken up and distorted. How do I do this without removing the individual object keyframes? Or if I have to remove those keyframes, how to retain the movements of the individual objects?
But yes, I do change characters/objects with show/hide to switch from one animation sequence to another.
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