That is definitely something to try Kueken, ty. I am starting to think the rise was certainly part of the animation. I went ahead with the stand animation and I think like it better. Now, the actor still trails behind the unit a bit as I assume the model is just staying where the unit was when it was created.
The animation actually bugs a little in the previewer, because it gets reset every time one animation cycle ends (after 1 second for the stand animation). The previously created rings get destroyed and the animation starts over. In the game, the rings stay independent of the animation cycle, they have their own timer, so they are probably particle efects.
What you can try to do is destroying particles every 1 second, which should make it look exacly like in the previewer. So add actor events similar to this:
ActorCreation
TimerSet
TimerExpired
TimerSet 1.000
TimerExpired
DestroyParticles
For the Birth animation, this would be every 0.5 seconds, and you would probably need to loop it manually. Would be quite easy using the same timer ;)
Quote:
Would I fix this with the "at caster" term?
No, the at term is only useful to attach the animation to another actor.
You could try some tricks, for example changing the scale of the actor. Try changing the Z scale to 0.1 and see, what it looks like (you might want to remove the SOp). You can also try to flip the model with an explicit rotation, so the rings go underground instead of up.
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The animation actually bugs a little in the previewer, because it gets reset every time one animation cycle ends (after 1 second for the stand animation). The previously created rings get destroyed and the animation starts over. In the game, the rings stay independent of the animation cycle, they have their own timer, so they are probably particle efects.
What you can try to do is destroying particles every 1 second, which should make it look exacly like in the previewer. So add actor events similar to this:
For the Birth animation, this would be every 0.5 seconds, and you would probably need to loop it manually. Would be quite easy using the same timer ;)
No, the at term is only useful to attach the animation to another actor.
You could try some tricks, for example changing the scale of the actor. Try changing the Z scale to 0.1 and see, what it looks like (you might want to remove the SOp). You can also try to flip the model with an explicit rotation, so the rings go underground instead of up.