transition states and animations
1 problem of my own:
I have a mech that has not got a turret, but needs to turn itsself to fire, like the marauder tank.
now walking + turning I can set a turnradius, but when it get an enemy in range it will turn itself on the spot.
I dont want to set the Locomotor to FOUR_WHEELS because then it will go out of its place to turn, and them mechs are able to tip-toe-turn.
I made an animation for that but here is the problem:
the mech has a DefaultConditonState, and the conditionstate TURRET_ROTATE.
I set it up to run the Pivot animation in the TURRET_ROTATE conditionstate, and give that state a "trasitionkey = TRANS_Turning"
The DefaultConditionState has TransitionKey = TRANS_Stand"
I also put int the "TransitionState = TRANS_Turning TRANS_Stand" with an animation that is basicly 1 static frame of the normal model, to make it stop (work for walking -> stopping)
Now what actually happens in the game is it will turn, using the proper animation but when it stops turning it keeps running the animation, and then when I order it to walk away, as soon as it stops (doing nothing further) it will again run the pivot animation.
can anybody explain to me how I can set it up properly ?
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