Animation maths examples and how to approach?

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  • Hello, are their any examples or tutorials on how to approach maths for creating movement/animations?

    I'm thinking like characters getting knocked over, bouncing once on the ground, knock backs, jumping pausing in the air then dropping faster than it went up etc...

    How do you know what function to use, and how to tweak it to get the movement you're after?

    Thanks.

  • In my opinion, this is a pretty good place to start:

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    In particular, the easing equations and trigonometry sections. You might also want to try the Easing Object, which lets you do (and tweak) a lot of the sorts of things you're taking about, but without having to write the equations from scratch.

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  • You don't really need maths. You can use flags or values.

    For example, if you use an alterable value for animation then if it equals 1 - do animation x - set it to 2 - do animation y - set it to 3 and so on.
    Use this in conjunction with flags so that it only triggers once

    Alterable value = 1
    Flag 0 = 0
    [INDENT]Do animation A
    Set Alterable value = 2
    Set Flag 0 = 1
    [/INDENT]

    Animation A has ended?
    Flag 0 = 1
    [INDENT]Set Flag 0 = 0[/INDENT]

    Alterable value = 2
    Flag 0 = 0[INDENT]Do animation A
    Set Alterable value = 2
    Set Flag 0 = 1[/INDENT]

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