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Author Topic: a problem in executing a skinmesh animation  (Read 715 times)

« on: February 04, 2012, 04:48:24 AM »
I want to make a game of fight and boxing , so I've a skinmesh includes 4 animations : Holding, First Hit, Second Hit, and a Knockout Kick;
for Holding it's the main animation in the scene and I have no problem assigning it to a script;

The Problem isI want-somehow-to make a button (for example the LMB) so when I click it Once the First Hit (or any of the remaining animations) be fully executed without holding the button to do so !! I tried it on my main animation script as an addition but the First Hit animation is executed only when I hold the button (whether it's a mouse button or a keyboard button) , please help me solving this issue;

download the explanation below to help me solve it in real time, and when you finish, please save the project and upload it for me :

« Last Edit: February 04, 2012, 06:08:40 AM by omarkronos »

psikoT

« Reply #1 on: February 04, 2012, 05:46:45 AM »
I normally use booleans and timers to execute animations once, specially melee combat animations... when you press a button, the state goes from idle animation to fight one, during the time lapse you've defined before in the timer...

hope this helps
« Reply #2 on: February 04, 2012, 05:48:49 AM »
limited only to the question you asked above, look at the animation blending demo that comes with 3DRAD... it is simple, easy to follow, and should point you in the direction you need to answer the question you asked...

but to be honest, if you're making a boxing game, you'll need to go a lil farther than simple animation triggering... i've found that a well thought out state engine (like mentioned above) is the best way to go for controlling in game avatars, not only for the animations, but also for the movement that is going to follow...

example... state=punching_1 might be the animation and movement for throwing a straight punch... state=punching_2 might be used for throwing an upper cut... state= bobbing,  state=sidestep, state=moving_forward, etc...

a boxing game can involve a pretty complex and convoluted set of animations, movements, and reactions... you've got your work cut out for you...

--Mike
« Last Edit: February 04, 2012, 07:59:48 AM by Mike Hense »

psikoT

« Reply #3 on: February 04, 2012, 06:58:52 AM »
not only for the animations, but also for the movement that is going to follow...

sure... also for sounds, particles, trails, forces, etc... each state requires specific settings
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