Anybody experienced with loop animations?
In amber, in the sequences, where you can on the right of the key frame placeholder there's a loop placeholder for an interger.
basically I want the fire animation for an archer that from frame 0-3 sits down and from 4-12 fires and reloads, to repeat itself when the unit keeps firing from 4-12 and when he fires for first time from 0-12...
Zeph told me about this loop thing...but any ideas on how specifically it works appreciated...
carlinho
loop animations in Amber - Anybody experienced with loop animations
uhhh...forgive my poor educated wit...when you mean repetition you mean repeating the same frames in the same sequence?
because right now it plays from 0-12 regardless of the number I assign on loop.
So my guess was that if I repeat frames within the sequence nothing would change.
Of course my logic could prove weak...hehe
I couldn't extract the deceiver collection, can't find the extractor in this new computer(must had forgot it in the old one that broke down) so I couldn't see how exactly it works...
thanks zeph
because right now it plays from 0-12 regardless of the number I assign on loop.
So my guess was that if I repeat frames within the sequence nothing would change.
Of course my logic could prove weak...hehe
I couldn't extract the deceiver collection, can't find the extractor in this new computer(must had forgot it in the old one that broke down) so I couldn't see how exactly it works...
thanks zeph
repetition is in the monster attack. Below the attack range.
As a mather of fact, the deceiver uses a looped attack with repetition of a few thousands.
I would set your unit with a repetition of like 10
Recovery time of 0.3 --> so that when you're done with the 10 reps, you need to wait a good 3 seconds before another volley. (10 reps * 0.3s ... thats how repetitions work, they add up the recovery time each time)
In amber, I also suggest you dont put the frame rate too fast or he'll be like a super hero archer. If you have like 5 frames from the time he pulls the bow and shoots the arrow, I'd say 5 or 6 frame rate.
Experiment with this
As a mather of fact, the deceiver uses a looped attack with repetition of a few thousands.
I would set your unit with a repetition of like 10
Recovery time of 0.3 --> so that when you're done with the 10 reps, you need to wait a good 3 seconds before another volley. (10 reps * 0.3s ... thats how repetitions work, they add up the recovery time each time)
In amber, I also suggest you dont put the frame rate too fast or he'll be like a super hero archer. If you have like 5 frames from the time he pulls the bow and shoots the arrow, I'd say 5 or 6 frame rate.
Experiment with this