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Colour Animation Editor, Working In Unity, Not In-Game


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I am having a few problems using the colour-animation editor.

The animation works in Unity just fine:

X4FA2AQ.png

However, in-game, the animation is played does not work.

Here is the config:

MODULE
{
	name = ModuleAnimateGeneric
	animationName = Tantares_Crew_A_Light
	actionGUIName = Toggle Lights
	startEventGUIName = Lights On
	endEventGUIName = Lights Off
}

 

 

The process:

  1. Create animation using colour-animation editor, typing hierarchy for windows mesh.
  2. Add 'Animation' module to root game-object and add animation.
  3. Export created part.
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16 hours ago, Beale said:

I am having a few problems using the colour-animation editor.

The animation works in Unity just fine:

<snip>

However, in-game, the animation is played does not work.

Here is the config:


MODULE
{
	name = ModuleAnimateGeneric
	animationName = Tantares_Crew_A_Light
	actionGUIName = Toggle Lights
	startEventGUIName = Lights On
	endEventGUIName = Lights Off
}

 

 

The process:

  1. Create animation using colour-animation editor, typing hierarchy for windows mesh.
  2. Add 'Animation' module to root game-object and add animation.
  3. Export created part.

Did you follow @nli2work excellent post.
Note the Relative path Excludes the Parent object.

 

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any NullRef errors in game when you trigger the animation?

does the new animategeneric need to specify the object that hosts animation component? The wheel part modules do, don't remmeber if animate generic does as well. can't really check at the moment, you'd have to dig into the c# assembly to see it.

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On 05/09/2016 at 7:57 PM, passinglurker said:

well the snippet I linked at first was from a working part.

L4zwTnb.png

so have you tried selecting "play automatically"? I'm not sure what it all does but this is the configuration I've arrived at through my own trial and error.

Does not seem to make a difference.

3 hours ago, nli2work said:

any NullRef errors in game when you trigger the animation?

does the new animategeneric need to specify the object that hosts animation component? The wheel part modules do, don't remmeber if animate generic does as well. can't really check at the moment, you'd have to dig into the c# assembly to see it.

1 hour ago, SpannerMonkey(smce) said:

Hi, if there any NRE's they will appear in the log when the part is activated, or more usually if the game can't find the animation they'll show up in Alt F2 window when you place the part in the editor

Nothing looks out of order.

A warning of the flag missing quad on command pod, but orbital module has no flag and still same light problem.

xxR3i8i.jpg

 

Edited by Beale
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Just now, Beale said:

A few warnings of the flag missing quad on command pod, but orbital module has no flag and still same light problem.

That is most peculiar, and there is nothing at all in the log?? check for the part reference just in case it's buried somewhere,  U5 and I are not exactly on speaking terms right now  due to somewhat related animation issues.  I feel your pain :)  

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19 hours ago, Stone Blue said:

@Beale So there's TWO animations you are trying to get working?... Do they work in-game if you only add them seperately, one at  time?

I've only done a few light/emissive animations, and I had a heck of a time with them not working, until i followed this:
 

 

No no no, one animation per part! :) 

Thanks for the link, I will read when I am able.

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On 06/09/2016 at 11:09 PM, Stone Blue said:

@Beale So there's TWO animations you are trying to get working?... Do they work in-game if you only add them seperately, one at  time?

I've only done a few light/emissive animations, and I had a heck of a time with them not working, until i followed this:

I have read the guide, but that is exactly step-for-step what I am doing, very strange :huh:

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