tyActor Skinned Meshes question
#3
Hey Tyson,

Thanks for the quick response!

Ideally, I'd like to be able to define animation ranges for a reference node in (or for) the shape operator. Pretty much exactly like the Animation operator for Actors.

I've just looked back at the file I set up with custom floats and I've realised it's not actually doing what I thought it was, so maybe I need to look into this further. Would you be able to point me in the right direction for the best practise for using the 'Full Control' option to control the animation parameters?

Basically, I'm dealing with around 10+ unique animations on the one object, so I'm currently defining the frame ranges I need for each 'clip' and then using a different shape operator each time I want to trigger the new animation. It's completely workable for what I need but I just wanted to check there wasn't a more straightforward way to change the animation settings for a shape operator without the need to send it to another one.
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Messages In This Thread
tyActor Skinned Meshes question - by moonjam - 02-17-2022, 11:09 AM
RE: tyActor Skinned Meshes question - by tyFlow - 02-17-2022, 02:14 PM
RE: tyActor Skinned Meshes question - by moonjam - 02-17-2022, 03:15 PM
RE: tyActor Skinned Meshes question - by tyFlow - 02-17-2022, 03:24 PM
RE: tyActor Skinned Meshes question - by moonjam - 02-17-2022, 03:36 PM
RE: tyActor Skinned Meshes question - by tyFlow - 02-17-2022, 03:41 PM

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