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0

I seen your video and it seems to me that your problem might be in Exit condition of the second animation. You need to have your logic set up like this : http://gfycat.com/ElasticPastBlackcrappie In your code you need to set the same toggle state for both your animations. And you need to set the condition for both of them, to work if the toggle is on. Now ...


2

I once needed to do this, to have several "animations" play off one after the other, here's my approach : 1- Create an empty gameObject, let's call it SceneControl that will be the parent of everything you need animated in your scene, for example Trees, which will contain all the trees, Clouds, that will contain all the clouds, Text, etc.. 2- Set all the ...


0

This was simply an error with her and my Unity versions being different. By updating my version of Unity, that solved the issue. Apparently files need to come from the same Unity version to be compatible!


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I've faced similar issue, and after digging around I found this. Hopefully, its useful for you ref: http://answers.unity3d.com/questions/217351/animations-ignore-timescale.html


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I found that it is because I was using a dynamic body rather than a kinematic body. I still have a bit of learning in regards to how physics works with scene kit.


12

As far as I know, this is because the humans centre of mass is near the pelvis. This is just a convention, but almost everyone does it. But it makes sense to choose a point that is at the middle (not a foot for example) and doesn't move too much. Let's say you choose the foot as root. If you want to do a walk animation, you'll move the foot and everything ...


0

All animations are more-or-less based on the idea of "keyframes", whereby you define two or more states/poses/transforms and the length of time between them; when 50% of the animations' total time has passed, the animation is 50% complete. Animations like "reload" have fixed time-costs based on the character, weapon, being suppressed, etc.. Your ...


1

Where do I create levels for my game?     File -> New Scene Do I create individual objects in 3ds Max and transfer them to Unity, or do I create the whole level in 3ds Max and transfer everything at once to Unity? Short answer: Create individual objects and then transfer them to unity. This is called modular design. Long ...


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Create individual models with modeling software (3ds Max), and import them as game objects in a Unity scene. That way you have more control over individual objects. Lightning also create in Unity. You can make the level in 3ds Max, then import it as a whole in Unity, but it's (resource) expensive and your game mechanics don't have control over specific ...


0

From my experience recently in doing a few 3D animations, I found it very simple to just split up the animation into 3 separate clips. That way I felt that it was quite intuitive and easy when creating transitions between each animation clip in each stage of the overall animation. You also have a great deal more control over the animation transitions using ...


0

the animation needs to be not in legacy (1) but in (2) as per being played. when you select the animation and look the inspector, put it in debug mode (the little icon top right of the inspector) and in type write "2" without quotes. check out this link. It shows your opposite problem but it demonstrate how to enable debug mode.


0

Since you are using Actors you can simply give the actor an Action. For scaling you could use this method: myActor.addAction(Actions.scaleTo(scaleX, scaleY, duration); Then when the user stops pressing the button you can cancel the current action and give the actor a new one that scales back down to the original size.


1

Let's unpack this, as it looks like you might be confusing Animator & Animation GetComponent<Animator>().animation.clip.length GetComponent<Animator>() returns an Animator component attached to the same game object as this script instance, if one exists. .animation tries to access a member called "animation" of that Animator object. ...


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When importing the animation there is a 'mirror animation' checkbox under the Animations Tab in the Inspector for that asset. If you check that box and rename the animation to "myanimation_mirror" or whatever then you should have 2 mirrored animations.


1

Your problem is that you're doing this: glPushMatrix(); glTranslatef(0, 0.03 * dt, 0); // (...) glPopMatrix(); The offset created by the glTranslatef() command only exists between the glPushMatrix and the glPopMatrix; it doesn't retain its values from previous frames; the offset goes away forever as soon as the matrix is popped. So assuming that dt ...


1

There's an easy solution - don't translate with a matrix. Since you're using immediate mode, it's an incredibly easy matter to simply offset the texture coords however much you'd like. EG, glTexCoord2f(1, 0.03 * dt); This will, of course, not be so easily done when you learn about the OpenGL Core Profile, which is highly recommended to be used. But until ...


0

have you tried to assign a separate var for each texture? also what is RepeatTexture(); calling? i think that may be the source of your problems



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