New answers tagged animation
Don't pass delta to getKeyFrame, getKeyFrame takes the state time. The state time is likely something like the sum of all the deltas you've seen so far. The state time indicates how "far" into the animation you've gone, and by constantly passing delta (which if you're running at 60 fps will be 0.016s) the Animation will always yield the first frame.
See the 13_01 - 13_42. Many look weird though.
Start the sprite with the first frame: auto someSprite = Sprite::createWithSpriteFrameName("run_1.png"); Pay attention to the code you use for creating the animation: You are adding frames 2-10. That's ok if it's a single shot animation. I assume that you want to repeat the animation - just from the name "run". You'll have to add frames 1-10 in the for ...
To answer your questions: Yes you need to multiply the child node's transform with the parent node's transform to obtain the final world transform for the mesh at that node. You basically have to walk down the hierarchy to the child nodes, multiplying all the transform together to get the transform for each child node's mesh. No, transforming the vertices ...
You must multiply each node by it's parent's transform (and the parent's node parent's transform, etc), to get the local transform for that node. Why is it not pre-multiplied? Because it gives you the option to rebuild the hierarchy at run-time after applying transformations to any point of the hierarchy.
To answer part of your question: How do they make the animations? Most likely sprites. ( Sprites in Unity ) How do they make the objects react? A game engine that renders physics real-time. ( Unity Physics Engine ) The thing is there is a lot more to this question than that, in fact, it's kind-of a bit much to really ask here. It seems that ...
It seems like you have many different meshes in the model you're exporting. Typically when you export a model, there will be a single mesh even though it may have physically separate parts. The crux of your problem being that animations work on a per mesh basis, so because you have 25 different meshes you're given 25 different animations. Take a look at this ...
Follow these 3 easy steps 1) Select the animation file in the project , and click on the top drop down icon in the inspector. 2) Select the Debug Mode 3) Select the legacy option
Don't use legacy animations, use the Animator component to play animations instead. Here are some examples: http://www.youtube.com/watch?v=VG7uZAwZW2o http://johnstejskal.com/wp/creating-2d-animations-from-sprite-sheets-in-unity3d-pt2/
Do not change the rotation. Change the y-position instead. Another completely different approach which will look far better but might be far slower would be to draw the white core part of the lightning as a randomized path of line segments and then add the magenta halo in post-processing by taking the bolt, applying gaussian blur, removing the green channel ...
Did you export it to Autodesk FBX from Blender? What options are showed in the animation tab when you select the imported model in Unity?
So, how i see it, and from the Wikipedia mentioned above, there are two games to look at: QWOP: 2 legs ( google it) CLOP: 4 legs ( manual control) I don't think there are other "powered ragdoll games" .. if someone knows add it here.
I've read somewhere that almost all computation problems can be solved with an additional abstraction layer, and I don't see your case being different. For this requirement I generally see a layer to control the State of the character. This way the character will have a current Animation and a current State. Each one with its own responsibility. The ...
For synchronisation, you need to decide who (your code, animations, or neither) is the timing authority—the "beat" that everyone else "dances" to. Different arrangements suit different games: Animations are the timing authority (your current setup) The game code may trigger animations. When animations reach certain points, they raise events (e.g. ...
Maybe it's a little late, but if someone will need to know, you can add events for Unity animations http://docs.unity3d.com/Manual/animeditor-AnimationEvents.html as well for imported Animation clips http://docs.unity3d.com/Manual/AnimationEventsOnImportedClips.html (basically the same steps, but you do them during the import/reimport of the ...
Hey can you check the animation type for the clip. Make sure it is not legacy while using it with mecanim. Make the animation clip mode to loop (helps while testing). Also click on Walking_test and check the inspector if the anim clip is assigned properly. If you already have checked for these things then while playing with mecanim try removing the ...
Top 50 recent answers are included