Jump to content

How to animate something between more than two positions?


CaptainKipard

Recommended Posts

All animations that I've seen just play the animation and the reverse it.

Is it possible to make something in your hierarchy cycle between more than the two start and end animation points? This could be useful for having a part that lets you "Control from here" with multiple vectors. I've done this in my Skylon but I'm only limited to two vectors because the animated docking node only moves between the start keyframe and the end one.

Link to comment
Share on other sites

There is an option for blending multiple animations together in Unity, but I don't believe any KSP animation modules currently support this. You can tell with a little code diving, if you're so inclined: If the module uses Animation.Play, you're out of luck. If it uses Animation.Blend, you might be able to make use of it. Amination.Blend works like the .Play version for playing a single animation, but if you play another clip which animates the same things, it averages the result, rather than snapping explicitly to the keyframes of the second animation.

This is all from memory when I was playing around, and I don't have a ready made module you could use I'm afraid. Sorry I can't be more helpful.

Link to comment
Share on other sites

All animations that I've seen just play the animation and the reverse it.

Is it possible to make something in your hierarchy cycle between more than the two start and end animation points? This could be useful for having a part that lets you "Control from here" with multiple vectors. I've done this in my Skylon but I'm only limited to two vectors because the animated docking node only moves between the start keyframe and the end one.

I might be wrong, but I think this is easy..

in blender, you animate the full cycle in one animation..

then you scroll to the desired intermitten keyframes and memorise the numbers..

In unity on animation import, create as much animation clips as you need and set the keyframes start/end the way you want them

clip 1 1-40

clip 2 41-80

etc..

Since you use it for changing the transform, one frame per animation should be enough allready..

Bind each to a event-action and then you have a jump around thing..

I doubt you can controll this with animateGeneric - rather a plugin task here - but this is how I would try..

Link to comment
Share on other sites

I to am reasearching this I have one timeline in blender but I need to divide it up 3 times for use in unity which I have done. So far no luck but i did find this and am researching in unity how to use it.

https://github.com/Starwaster/LayeredAnimations/tree/1.1

I also found a tutorial on youtube but it is applied to a character rig. Im trying to find a way to do it in KSP. In the tutorial it uses Generic animation in order to accomplish this. I know KSP is supposed to use Legacy mode...But im trying to break the rules :-)

Edited by Redneck
Link to comment
Share on other sites

This thread is quite old. Please consider starting a new thread rather than reviving this one.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...