![]() ![]() ![]() Place this object within the animation window such that it will spawn where your old non-animated machine was. I usually don't use the drop down at the top for any objects (physics, enemy, bullet, etc) as they don't actually do anything besides change the values below. ![]() You can also select collide / non-collide, destroy enemy, etc. This will ensure you only spawn one new animated machine. Set the "Spawn Rate" very high, like "100000". Select the object in the animation window and check the "Spawner" box. Open the "action animation" window for the object, drag an object from the left side of the windows under "Objects". Ideally the actual image size, including blank space, will be the same for both the animated and non-animated versions so that they will line up perfectly within build box during gameplay. ![]() So you will have two objects, one animated, one non-animated. You will have to have the static machine be a separate non-animated object. So this action will both destroy your static machine and spawn a new animated machine. The "action animation" for the action is where you will spawn your new machine (or any other object). The "default animation" for the action will just be nothing, or a transparent image. For example, this will allow a character to stand on a moving platform without falling off.Įnter a numeric value in any of the axis values to specify the amount of units the asset will travel before falling into the direction of gravity.Īfter you add this Brainbox to an asset, several custom nodes appear in the node map along with several Keyframe Animation nodes and a Sub Scene node.You only need one, I've done it many times. Select this checkbox to make the asset keep its current momentum while moving. Select the checkbox to make the asset rotate so that its front side is always facing the direction it’s moving in. When the player drags the joystick at the maximum distance, the asset will walk at maximum speed.Įnter a numeric value to determine how quickly the asset transitions from walking to running.Įnter a numeric value to determine the quickest possible running speed for the asset. If a joystick control is assigned to this asset, its movement speed is determined by how far the player drags the joystick. Select the checkbox to make the animation play continuously.Įnter a numeric value to determine the quickest possible walking speed for the asset. To import and add a new skeleton, drag an FBX file into the field.Įnter a numeric value in any of the axis fields to change the size of the mesh.Ĭlick the drop-down to assign an animation to the respective attribute.To select a pre-existing skeleton, click the Edit button and in the Sub Scene Manager window, select the desired skeleton.Allows you to select a skeleton for the specified animations.You can leave an Animation attribute as None if you do not have an animation for the respective attribute. See also Manage Health, Damage, and Defeat. Dying-plays when something causes the asset to become defeated.Jumping-plays when the player uses a control to make the asset run.Falling-plays when the asset is falling along the Y axis.Run-plays when the player uses a control to make the asset run.Walk-plays when the player uses a control to make the asset run.Idle-plays when the asset is not moving or jumping.To add an animation to any of the animation attributes, click any of the following Animation drop-down lists and select the name of your animation:.In the Sub Scene Manager window, click the name of the skeleton you want to use on the right.In the Scene attribute, click the Edit button.For example, attaching a weapon or shield mesh that requires animations.Īfter you add this Brainbox to an asset, you need to specify the skeleton and animations you want to play by doing the following: There are some situations where having additional Sub Scenes can be useful.If you only want the mesh associated with this Brainbox to show, delete any additional Sub Scene nodes.If the asset contains additional Sub Scenes, all associated meshes will display.This Advanced Platformer Brainbox provides the asset with a set of 3D animations that play depending on player actions and a set of movement restrictions which include how high the asset can jump.īefore you add this Brainbox to an asset, check the asset Node Map for additional Sub Scenes. ![]()
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