Jump to content
Sign in to follow this  
Ravendark

Animated Turret turning

Recommended Posts

Does anyone know how these following modelconditionstates (could) work?

 

    Line 65:             <xs:enumeration value="TURRET_ROTATE" />
    Line 390:             <xs:enumeration value="TURRET_ANGLE_0" />
    Line 391:             <xs:enumeration value="TURRET_ANGLE_90" />
    Line 392:             <xs:enumeration value="TURRET_ANGLE_180" />
    Line 393:             <xs:enumeration value="TURRET_ANGLE_270" />

I am guessing you could use transitionstates btween the angles for animations....but:

 

basicly 270degrees clockwise = 90degrees counterclockwise

 

as all the modelstates are clockwise....how would it know/be told to go counterclockwise? seeing as you cant tell it to go from state0 to state-90 but you can only tell it to go from state0 to state270,

Or would you need to stagger the animation cycle: state0 to state90 then state90 to state 180 etc and if you do a state 0 to state270 it will know that you are reversing it?

 

Does it make any sense explained that like?

Share this post


Link to post

Yeah most useful would probably be transition animation where you can say from x to y which implies cw and ccw.

Share this post


Link to post

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this  

  • Recently Browsing   0 members

    No registered users viewing this page.

×