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Posted: Thu Jul 22, 2004 5:39 am
by carlinho
on a new unit, that throws a rock, the projectile doesn't start the animation from the hand but rather from the toe...
I thought in amber with the red dots key points you placed them wherever you needed the projectile to start its flight...
but somehow it starts from the toe...hehe
it's a fixed pitch projectile, with an animation on its flight...
any ideas?
thanks!
carlinho
Posted: Thu Jul 22, 2004 2:22 pm
by carlinho
One more question...
How can I control the time at which the projectile is going to start animating, so I can sync the moment the unit is on the exact pose of releasing the projectile with the actual projectile appearing and flying away...
thanks!
carlinho
Posted: Thu Jul 22, 2004 9:59 pm
by lank
in amber's sequence editor (where you see all the frames in array) you'll see information like the "key frame". it starts counting from 0, so if you want to shoot on the fourth frame you'll put in the number 3.
as for where it shoots from, you want the "key point" . i believe this is there the base of the projectile will appear (according to the "reg point" in the projectile's flying sequence).
if it's still appearing from the toe of the unit, tell me how the attack is set up. i.e. what the initial projectile is in the mons attack settings, whether that promotes into anything, etc..
hth.
Posted: Fri Jul 23, 2004 1:08 pm
by carlinho
thanks so much!
I did a lot of units but I had NO IDEA of that key point number!
I changed also the height of the projectile but the fact that it had a local projectile associated with its flight made the two of them at different heights on the flight animation.
But just with placing the correct key point on amber and the flight is so quick, it looks just amazing!!!!
thanks a lot!
I would have never realized it by myself!
carlinho