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LeTrash

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Everything posted by LeTrash

  1. I guess I'm doing something stupid or there's some compatibility issue? Copying the scanner code exactly(I changed my animation name to Dish in blender too this time) I get no animation at all, when I set the deployAnimationName to Dish the animation plays once when deploying and when I click retract it reverses the animation. Leaving activeAnimationName blank has the same result. I don't know whats stopping my animation from working in the activeAnimationName field. I tried shortening the animation to one full spin 0 degrees at 0 frames and 360 degrees at 90 frames which made no difference. My blender structure is Empty>Empty(with animation)>Spinning Object. I'll have to try taking it into Unity over the weekend and see if I can get it to loop when exported from there.
  2. @ColdJ @Stone Blue Thanks for the replies, I have tested with the ModuleAnimationGroup before but I'm going wrong somewhere because I cant get the activeAnimationName to play. Does it need to be a different animation to the "deployAnimationName"? Ideally I'd just use something like: MODULE { name = ModuleAnimationGroup activeAnimationName = SpinAnim alwaysActive = true autoDeploy = true } But nothting happens when doing this and coding isnt my strong suit. The animation based on throttle is a nice last resort though!
  3. Thank you a lot for all this documentation its been very helpful. I've run into one hurdle that I'm not sure where to turn though and wonder I if anyone has any ideas to fix it. I've got an animation working in game on a part I've made however, I want the animation to loop continuously spinning on its Z axis, ideally without reversing. I animated a 0 to 720-degree spin in Blender over 180 frames and converted everything to quaternion. My code is very basic using the ModuleAnimateGeneric module and just defining the speed, layer and activeAnimationName. As far as I can gather without using the .mu plugin I would set the animation to looped in unity before exporting but I'm not sure how that transfers when using the plugin. I can't find any stock module that defines infinite spinning so I'm not sure if I need to use a 3rd party one or if I’ve gone wrong in Blender. Any help is much appreciated.
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