I am currently attempting to create a RPG style 3rd person game. I have created the forward and turning triggers for player one. However, I cannot seem to get the backwards motion to animate properly. The forward animation keeps playing even if the unit is walking backwards. *Okay, I know that was obvious..*
I've tried many different solutions such as setting the time scale of the animation to -1 and setting the animation completion percentage from 0 to 100 as I go.
Out of ideas, I looked on the internet for help. I downloaded a few RPG engines, movement samples, and working maps only to realize that they also did not animate properly when moving backwards.
Does ANYONE know how to make units walk backwards and look like they're walking backwards?
I apologize if this has been posted elsewhere already - if so, please link to it. I can't seem to find a solution.. I've been looking for the past 3 days.
If you need my map attached, please ask, but I don't think it's necessary really.
Map Attached.
Well my first thought is that you could animate the backwards movement yourself by editing the animations on the models or creating new animations for them.
there is no way in game that i know of to do this for models that walk without a custom animation. the only option i knw of atm is to make it where he turns around and walks backward, but thecamera stays forward, then when you stop walking backwards he turns around automatically (not the best but better than 'moonwalking backward IMO) or use a model that it doesnt matter, such as a reaper or templar. you got left / right straffe with 'turn left' etc.... but no backward that i know of
Hmm, I was pretty sure I played a map which had properly animated reverse walking animations (I believe before the M3 Importer), but I may be mistaken.
I am not usually a necromancer, but the way to do it is to loop via percentages. IE:
Set animation time to 100%
Set animation time to 99%
...
...
Set animation time to 0%
Play default animation
Nice to know for the future. Any drawbacks do that method? Like running 100 triggers and do you need to separate each "Set animation time to %" with a precise timer/wait?
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
I am currently attempting to create a RPG style 3rd person game. I have created the forward and turning triggers for player one. However, I cannot seem to get the backwards motion to animate properly. The forward animation keeps playing even if the unit is walking backwards. *Okay, I know that was obvious..*
I've tried many different solutions such as setting the time scale of the animation to -1 and setting the animation completion percentage from 0 to 100 as I go.
Out of ideas, I looked on the internet for help. I downloaded a few RPG engines, movement samples, and working maps only to realize that they also did not animate properly when moving backwards. Does ANYONE know how to make units walk backwards and look like they're walking backwards?
I apologize if this has been posted elsewhere already - if so, please link to it. I can't seem to find a solution.. I've been looking for the past 3 days.
If you need my map attached, please ask, but I don't think it's necessary really.Map Attached.Well my first thought is that you could animate the backwards movement yourself by editing the animations on the models or creating new animations for them.
That was my last thought. Only problem is I don't know how to do custom animations..
Hello? Anyone have any ideas/help?
there is no way in game that i know of to do this for models that walk without a custom animation. the only option i knw of atm is to make it where he turns around and walks backward, but thecamera stays forward, then when you stop walking backwards he turns around automatically (not the best but better than 'moonwalking backward IMO) or use a model that it doesnt matter, such as a reaper or templar. you got left / right straffe with 'turn left' etc.... but no backward that i know of
Hmm, I was pretty sure I played a map which had properly animated reverse walking animations (I believe before the M3 Importer), but I may be mistaken.
I am not usually a necromancer, but the way to do it is to loop via percentages. IE:
Set animation time to 100%
Set animation time to 99%
...
...
Set animation time to 0%
Play default animation
@obliviron: Go
Nice to know for the future. Any drawbacks do that method? Like running 100 triggers and do you need to separate each "Set animation time to %" with a precise timer/wait?