Results 1 to 7 of 7
  1. #1
    MSgt. Shooter Person
    Join Date
    Sep 2010
    Location
    Slovakia
    Posts
    484

    Question Unrealscript animation - reversed

    Hello, I am trying to recreate simple Matinee animations (like opening and closing doors) via unrealscript but with imported animations (skeletal mesh). Main points are:

    -When one animation is running and second is called (opening/closing doors) it will not wait when animation end but starts second animation from there - doors are opened for 50% and you want to close it now and do not wait while it opens and close it.

    -Can I use one animation for opening and closing ? I can't find something like "reversed" in animtree.
    -If I can't.Should I use AnimNodeBlend to blend 2 animations ?

    I use AnimNodeSlot and PlayCustomAnim() now.

    Thank you.
    Czech and Slovak UDK site - www.udk-site.net-core.eu
    Space Shock project on STEAM GREENLIGHT

  2. #2

    Default

    You can tell an animation to be reversed, but I can't think of a way to make it reverese at a certain without some unreal scipt involved.
    May be doable with Kismet too, if you can get the current time of an existing animation.

    If creating a custom animation node something your comfortable with, you should be able to pull it off.
    Kris Redbeard
    GROUND BRANCH
    Mature Classic Tactical First Person Shooter
    Rule #11: Always cheat, always win. The only unfair fight is the one you lose.

  3. #3
    Redeemer
    Join Date
    Dec 2008
    Location
    Germany
    Posts
    1,235

    Default

    Quote Originally Posted by nonder View Post
    -When one animation is running and second is called (opening/closing doors) it will not wait when animation end but starts second animation from there - doors are opened for 50% and you want to close it now and do not wait while it opens and close it.

    -Can I use one animation for opening and closing ? I can't find something like "reversed" in animtree.
    Looks like it's all there.
    Read the UTWeapon equipping and putdown code. It does exactly what you're looking for (playing the closing animation starting with the door 50% opened).
    About reversing animations, SkeletalMeshComponent::PlayAnim() has a bPlayBackwards parameter which will cause the animation to play backwards if it is true.
    2B || !(2B)

  4. #4
    MSgt. Shooter Person
    Join Date
    Mar 2011
    Location
    Brisbane, Australia
    Posts
    43

    Default

    You could also experiment with the UDKAnimNodeFramePlayer node.

    It lets you control the animations position directly, using a float value from 0.0-1.0
    So you could just have an animation of a door going from closed to open, and just control that with a single float variable.

    You can interpolate towards 0 or 1, at whatever speed you want, switching direction whenever you want.

  5. #5
    Redeemer
    Join Date
    May 2012
    Location
    Barcelona
    Posts
    1,559

    Default

    you Could use the BlendIn And BlendOut time

  6. #6
    MSgt. Shooter Person
    Join Date
    Sep 2010
    Location
    Slovakia
    Posts
    484

    Default

    Thank you very much guys ! I will try every solution.
    Czech and Slovak UDK site - www.udk-site.net-core.eu
    Space Shock project on STEAM GREENLIGHT

  7. #7
    MSgt. Shooter Person
    Join Date
    Sep 2010
    Location
    Slovakia
    Posts
    484

    Default

    UDKAnimNodeFramePlayer works very well. Thank you again.
    Czech and Slovak UDK site - www.udk-site.net-core.eu
    Space Shock project on STEAM GREENLIGHT


 

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Copyright ©2009-2011 Epic Games, Inc. All Rights Reserved.
Digital Point modules: Sphinx-based search vBulletin skin by CompletevB.com.