Again. How can I implement a complex 2D animation?
Again, it's me. I still have a some problem on how to create a complex 2d animation by using blueprints(BP). OK, First I will show the problem during my practice. Problem:how can I use BP to make a complex animation.Such as following pics show:
And the following is what I used to implement it: I define a function named "Animation State Machine" and use Tick to call it.
These is "Animation State Machine" I define in my characterBP: I will have a clear explain about it. local Var to store the some boolean var, and use some logic conditions to decide which flipbook as the current clip.(I just followed the youtube videos to do it )
The problem is : I dont know how to design the logic by using BP. the above pics I used is not work well. I mean for instance I used velocity's z value to check if the character is up/rising (z > 0) down/falling (z < 0). the logic path is : check the velocity's z ,then set boolean "isJumping" then play "start jump"clip, when the current frame = that clip length, turn to play "rising" clips. the following pic show the logic code:
Please correct my design. and, I also wonder if there is smarter way or some professional way to implement, please tell me. Thx first.
asked Jan 10 '19 at 12:53 PM in Blueprint Scripting
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