I have two Anim Tracks set up for an animation, "Ready" and "SReady".
To get it to play in game, I use the Animation trigger "Animation - Play Ready A animation for (Actor for unit) as "Ready", using Full Match, Play Forever options and Default Time blend time."
I also have another trigger "Animation - Play Ready A animation for (Actor for unit) as "SReady", using Full Match, Play Forever options and Default Time blend time."
Now here's the problem, the second animation trigger will not work! It won't use the SReady anim track, it keeps using the Ready anim track. Anyone know what I have done wrong? Or am I not allowed to use 2 anim tracks per animation?
The two anim tracks use different bones which is very important. I am using different bones for the same animation, but it doesn't look like its letting me using the second set of bones...
edit: the screenshot shows Ready R animation, but that's irelavant. I couldn't get the bones set in SReady to move for any animation, it just keeps using bones set in Ready instead.
Hope someone answers soon, I can get around this problem by duplicating the animation and just have SReady as its only anim track, but that's a lot of duplicated work... btw, this project using splitbody animation is going to be amazing! Cannot wait for it to finish so I can enjoy it. :)
After further testing, apparently the identifier field isn't used to play the anim track. It just plays the whatever is first anim track in the list. So I can name it anything - I thought it was used to reference the anim track name.
So the new question is, in my example above, how do I play the SReady anim track?
Well, I wouldn't even know how to begin to work with data editor for the complex set of animations I'm using. Its much easier to use triggers to activate animations. The project is a side scroller with character able to rotate gun 360 degrees. But its not a simple turret rotation, its full body 360 animation rotation. There's 3 states, flying, running, and standing. And the character has to be able to rotate gun in all 3 states.
After further testing, it turns out that the game can't pick and choose the anim tracks. It just uses them all, so if the animation has 10 bones, 1, 2, 3 ... 9, 10. Anim track A uses bones 1, 2, and 3. And anim track uses 7 and 8. The game will use both tracks 1, 2, 3, 7, and 8. Its not what I want...
I managed to find a quick fix though, I just make an entire new 'reverse' animation on bones I don't want. So I ended up with 1) Original animation 2) rotation animation on selected bones and 3) reverse fixed animation on selected bones I don't want to rotate.. Sounds confusing? It is.
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I have two Anim Tracks set up for an animation, "Ready" and "SReady".
To get it to play in game, I use the Animation trigger "Animation - Play Ready A animation for (Actor for unit) as "Ready", using Full Match, Play Forever options and Default Time blend time."
I also have another trigger "Animation - Play Ready A animation for (Actor for unit) as "SReady", using Full Match, Play Forever options and Default Time blend time."
Now here's the problem, the second animation trigger will not work! It won't use the SReady anim track, it keeps using the Ready anim track. Anyone know what I have done wrong? Or am I not allowed to use 2 anim tracks per animation?
The two anim tracks use different bones which is very important. I am using different bones for the same animation, but it doesn't look like its letting me using the second set of bones...
edit: the screenshot shows Ready R animation, but that's irelavant. I couldn't get the bones set in SReady to move for any animation, it just keeps using bones set in Ready instead.
Hope someone answers soon, I can get around this problem by duplicating the animation and just have SReady as its only anim track, but that's a lot of duplicated work... btw, this project using splitbody animation is going to be amazing! Cannot wait for it to finish so I can enjoy it. :)
After further testing, apparently the identifier field isn't used to play the anim track. It just plays the whatever is first anim track in the list. So I can name it anything - I thought it was used to reference the anim track name.
So the new question is, in my example above, how do I play the SReady anim track?
@sandround: Go
I would suggest using the actors tab in the data editor to play animations, not triggers.
Well, I wouldn't even know how to begin to work with data editor for the complex set of animations I'm using. Its much easier to use triggers to activate animations. The project is a side scroller with character able to rotate gun 360 degrees. But its not a simple turret rotation, its full body 360 animation rotation. There's 3 states, flying, running, and standing. And the character has to be able to rotate gun in all 3 states.
After further testing, it turns out that the game can't pick and choose the anim tracks. It just uses them all, so if the animation has 10 bones, 1, 2, 3 ... 9, 10. Anim track A uses bones 1, 2, and 3. And anim track uses 7 and 8. The game will use both tracks 1, 2, 3, 7, and 8. Its not what I want...
I managed to find a quick fix though, I just make an entire new 'reverse' animation on bones I don't want. So I ended up with 1) Original animation 2) rotation animation on selected bones and 3) reverse fixed animation on selected bones I don't want to rotate.. Sounds confusing? It is.