KhaosCorp Posted November 21, 2013 Share Posted November 21, 2013 Why does 'animSwitch=' do nothing now?? This was a handy function to have, now it does nothing at all, to ANY type of animation module. Does anyone know a line that will do the same?? Link to comment Share on other sites More sharing options...
KhaosCorp Posted November 22, 2013 Author Share Posted November 22, 2013 No one has any info on why this does not work, or how to get same functionality?Seems odd squad would remove it from the code......any info at all would be helpful. Link to comment Share on other sites More sharing options...
Virtualgenius Posted November 25, 2013 Share Posted November 25, 2013 Bumping this because we would like to know why it doesnt work in .22 now Link to comment Share on other sites More sharing options...
Tiberion Posted November 25, 2013 Share Posted November 25, 2013 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. Link to comment Share on other sites More sharing options...
Ted Posted November 28, 2013 Share Posted November 28, 2013 (edited) 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 November 29, 2013 by Ted Link to comment Share on other sites More sharing options...
Virtualgenius Posted November 28, 2013 Share Posted November 28, 2013 So if you set animSwitch = false you now have to have animTime = ? for stuff to work what are the time variables i am new to this so be gentle Link to comment Share on other sites More sharing options...
KhaosCorp Posted November 29, 2013 Author Share Posted November 29, 2013 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? Link to comment Share on other sites More sharing options...
Ted Posted November 29, 2013 Share Posted November 29, 2013 I believe animTime is for setting the time into the animation that it will start at. I'll clarify with Chad next chance I get. Link to comment Share on other sites More sharing options...
KhaosCorp Posted November 29, 2013 Author Share Posted November 29, 2013 (edited) 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 November 29, 2013 by KhaosCorp Link to comment Share on other sites More sharing options...
Ted Posted November 29, 2013 Share Posted November 29, 2013 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. Link to comment Share on other sites More sharing options...
Tiberion Posted November 29, 2013 Share Posted November 29, 2013 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: 50-1002nd click: 100-503rd click: 50-04th click: 0-50and 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. Link to comment Share on other sites More sharing options...
WinkAllKerb'' Posted December 5, 2013 Share Posted December 5, 2013 (edited) 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 December 5, 2013 by WinkAllKerb'' Link to comment Share on other sites More sharing options...
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