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forum topic indicator Switching animation
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chicoporter
Registered User
Quote
2024-05-22 15:40:58

I've asked this question before but I don't think I explained what I'm trying to do properly.

I have a model that has animations for unarmed and armed movement. How would I switch the animations between the two different modes.

I've tried using two cameras and switch between the two, but that doesn't seem to work.

First off, does this make sense

And two, if it does make sense, any idea on how to do it?

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chicoporter
Registered User
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2024-05-22 22:51:27

I kind of expect just_in_case to say the answer is "variables." :)

Could that work? Hmmm

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serguell
Registered User
Quote
2024-05-23 01:04:00

I don't understand your question.

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sven
Registered User
Quote
2024-05-23 14:39:54

What model is that?
Is it fps weapon or 3rd person character

If its just a weapon then solution is simper than for 3rd person character that uses built in controller.

For weapon for fps game you can play with variables.
For 3rd person character its simplest to script controller.

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chicoporter
Registered User
Quote
2024-05-23 16:45:35

3rd person.

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vp
Guest
Quote
2024-05-23 21:18:02

have you tried the built-in "set animation of animated scene node" action?

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chicoporter
Registered User
Quote
2024-05-24 10:07:50

Yes I have used "set animation of animated scene node" action?

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vp
Guest
Quote
2024-05-26 16:29:54

I see. I understand your problem, in that case it's probably the game-behaviour/controller overriding the animation switches, it can be fixed with a few solutions, with a bit of extra work.

The simplest way without coding (probably not the best way) is to have 2 models childed to a dummy-sphere node (a sphere of dimension/radius 0,0,0) add the controller to the sphere and then switch the scale of one model to 0,0,0 and the other model to 1,1,1.

Then use a variable "armed" and set it to 0 or 1 to control the scale of the armed/unarmed models.

Add game behaviours to each model, set collision of models to off, set movement method to static/not-moving. Add game behaviour to move the dummy-sphere and add collisde when moved to the dummy-sphere. This will work, I do it all the time - but coding a specific controller would obviously be a better solution if you can.

It's easier for me to switch scale of models than write a new controller to switch between armed/unarmed states... but there are other who can create a new efficient controller for you rather than cheat the system with multiple-switching models.

If you're struggling to get it working, I can make a quick example ccb for you to switch between armed/unarmed until you find a better method.


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