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Anim Switch


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Yeah I am not sure when it was broken, I haven't used it in a while. I know the animation reverse function in the landing gear module still works, since I have gear that start deployed and retracted using the same module.

Probably needs to be added as a bug if it hasn't been.

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So, I spoke to Chad about this and he shed some light on it.

It was recoded in 0.22 to make a scalar interface for it instead. Now it doesn't respect animswitch by itself anymore, you need the animTime variable as well. So now animSwitch is only used to control the play direction and in only used in conjunction with animTime which will set the current starting time.

Still works, just needs more info!

Hope this helps.

Edited by Ted
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Any idea what the possible strings for animTime are.

Kinda unclear on what animTime is actually telling the module to do...it sets the current time within the animations?

or is it setting time (as in scene) the switch takes place?

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Awesome...thank you so much Ted, been banging my head on this one for a min now.

Im guessing they changed this to help with making things ready for tweekables?

So far from what I see settign it to =0 has it normal in VAB and setting it to =1 has it switched in VAB

Edited by KhaosCorp
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So, clarified it a bit more. Basically, the animTime variable is a normalised time code, where 0 is the start and 1 is the end. If you were to set it to 0.5, it would start in the middle, run to 1 - the end of the animation - then when you deploy again it would do 1 to 0 and so on and so forth. Essentially it's like ping pong. :)

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Well that.. is an interesting way to do it.

Does it ALWAYS start '0.5' away from the current state of the animation, or only the first time (where 0.5 is variable of course)

So, if you had an animation 100 frames long:

1st click: 50-100

2nd click: 100-50

3rd click: 50-0

4th click: 0-50

and so on...?

Or does it only jump to 50 the 1st time, and then 100-0, 0-100, and so on?

The 1st example is definitely more useful, though it would be better if it didn't control both the starting frame AND the increment.

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It was recoded in 0.22 to make a scalar interface for it instead.

Hope this helps.

i can feel the tweakables coming out ;) love that new approach and for sure it helps :) this will be very interesting to use.

This should also allow to merge more multiple anim into a single one (at least two with the current syntaxe wich is already kinda handy in some case) and then call different time stamp from the same unity anim right ? (insteed of struggling with multiple anim and layer in unity/blender wich is not allways easy depending of a part specific hierarchy. hoping for something like "AnimTimeStart=" & "AnimTimeEnd=" could be real great was thinking of one anim top of unity root then call the time stamps needed via module(s) or something like that. )

Edited by WinkAllKerb''
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