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Built to work in conjunction with animation and gesture parts, this is a bit of a complicated part/event to implement but would be extremely useful when used in timerx based event or simply based on entity states for usage on idle and walking. I am currently unsure which will be easier to work with if this were a part, or an event.
The basic idea is to allow the part to be used in conjunction with holdtypes, animation parts, or gestures, to trigger other parts in a hierarchy once a specific animation frame has been reached. For example, if you have 80 frames for said animation that is currently playing, you will be able to select a specific frame (E.G Frame 36) for when the part will trigger other parts. Such as Sounds and particles. Potential options include how long the potential children in the hierarchy are triggered for, to trigger until another specified frame is reached, and if it should play again if the animation loops and hits said frame again. One-time, or looping. The flexibility of this part may be endless, as a lot of events currently rely on heavy usage of Timerx for triggers, and our literal only option for synchronised footsteps are through rangers, a (in my personal thoughts) very poor and makeshift way of tying sound with animation which does not play consistently based on how thick or thin the terrain being walked on currently is.
This part or event is designed to make complicated events relying on animations easier, and far more convenient to create. Functionality with Experimental Entity and custom imported mdls is crucial as this is most likely what people will want to use this for. This is personally something a lot of people I know have wanted for a long time.
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Built to work in conjunction with animation and gesture parts, this is a bit of a complicated part/event to implement but would be extremely useful when used in timerx based event or simply based on entity states for usage on idle and walking. I am currently unsure which will be easier to work with if this were a part, or an event.
The basic idea is to allow the part to be used in conjunction with holdtypes, animation parts, or gestures, to trigger other parts in a hierarchy once a specific animation frame has been reached. For example, if you have 80 frames for said animation that is currently playing, you will be able to select a specific frame (E.G Frame 36) for when the part will trigger other parts. Such as Sounds and particles. Potential options include how long the potential children in the hierarchy are triggered for, to trigger until another specified frame is reached, and if it should play again if the animation loops and hits said frame again. One-time, or looping. The flexibility of this part may be endless, as a lot of events currently rely on heavy usage of Timerx for triggers, and our literal only option for synchronised footsteps are through rangers, a (in my personal thoughts) very poor and makeshift way of tying sound with animation which does not play consistently based on how thick or thin the terrain being walked on currently is.
This part or event is designed to make complicated events relying on animations easier, and far more convenient to create. Functionality with Experimental Entity and custom imported mdls is crucial as this is most likely what people will want to use this for. This is personally something a lot of people I know have wanted for a long time.
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