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  1. #1
    MSgt. Shooter Person
    Join Date
    Mar 2010
    Posts
    32

    Default Animtree - Need alittle help

    hello,
    so i have been doing some work on the animtree for my character, and i have mostly everything working. But seem to have two issues i cant figure out, and would like to know if someone can help.

    1) i have setup a sequence for Jumping, and i have a seperate sequence for the land of the double jump. I want this seqence to play as the character hits the floor. But as soon as the character hits the floor, it plays the idle sequences. Is there any way to force an animation to play from start to finish (take priority over exsiting animations until its finished)

    Any help would be appericated.

    Many Thanks

    Eddie
    Last edited by EddieEllis; 03-24-2010 at 10:09 AM.

  2. #2
    MSgt. Shooter Person
    Join Date
    Feb 2010
    Posts
    44

    Default

    I'd also like to get an answer for this, I've been getting the same result.
    No landing animation??

  3. #3
    MSgt. Shooter Person
    Join Date
    Nov 2009
    Posts
    341

    Default

    Use the Human animtree that ships with UDK for reference.

    There is good stuff in there
    Follow me on my new twitter. <_<
    http://twitter.com/#!/MichaelAllar

    Things I've made/worked/working on with UDK/UE3 that I can publicly talk about:
    Rekoil
    Warm Gun
    Jump or Die
    StuffIt: Playroom

    Allar's (Now outdated but soon to be updated) Complete Guide of UnrealScript

  4. #4
    MSgt. Shooter Person
    Join Date
    Feb 2010
    Posts
    44

    Default

    Yep, been there. In fact I can't even be sure the animation for the land in the Human anim tree is even playing out in game, or if it's just transitioning from preland to idle?
    I've tried scaling the animation on the land anim to a slow rate to see If I could confirm it's actually there and it makes no difference.

    I've messed with all the settings in the BlendByFall node, nope I can't get that land animation to play. And I can't get the sample ones to play out slower.

    Still a newb, so I hope it's a simple oversight.
    Seems to me that once on the ground the physics switches to walking and doesn't get to play the land part of the jump sequence.

    BTW Great Blog Allar!! I'm working my way through your tutes. Thanx.
    Last edited by Squiz; 04-01-2010 at 11:22 AM.

  5. #5
    MSgt. Shooter Person
    Join Date
    Feb 2010
    Posts
    44

    Default

    Ok, got it sorted. Looks like the UTAnimNodes are the way to go. They have some other properties that allow some delays. Yep simple oversight.


    All you have to do is use the UTanimblendByPhysics and UTAnimBlendFall.

    Try setting the land blend delay on the UTAnimBlendByPhysics Node. (That's the magic one right there).

    Also set the blend time under animation in the UTAnimBlendByFall settings

    With these two you can tune the landing pretty well.
    Last edited by Squiz; 04-02-2010 at 02:37 AM.

  6. #6
    MSgt. Shooter Person
    Join Date
    Nov 2009
    Posts
    341

    Default

    Huzzah! Just learned some animtree magic myself, you can do some great things with it.
    Follow me on my new twitter. <_<
    http://twitter.com/#!/MichaelAllar

    Things I've made/worked/working on with UDK/UE3 that I can publicly talk about:
    Rekoil
    Warm Gun
    Jump or Die
    StuffIt: Playroom

    Allar's (Now outdated but soon to be updated) Complete Guide of UnrealScript


 

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