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Now that I'm working on my digital 'mask' for Halloween I'm wondering for future projects how hard it would be to link an animation to an analog input?
Example: I have an animation of a toothy mouth starting off closed which then opens wide, would it be possible to set it up so that it stays closed when there is no input from the analog control, and opens based on how far the analog stick is pressed or how hard the analog button is held? I'm still really new to all this but I guess what I'm trying to figure out if there is a way to advance animation frames forward and back linked to the value of the joystick/button x/y?
Thanks again for reading, you guys are awesome ^_~
So Halloween is coming up and I'm building an app to use as a Digital Puppet of sorts in my costume. What I'm trying to setup is a looping animation of many different eyeballs looking around randomly, and when I press and hold the spacebar on my bluetooth mini-keyboard the eyes close and stay shut as long as I hold the key, then play the closing animation in reverse as they open and start looking about again.
I see how to trigger an animation on a key press, and how to switch animations with different keys, I'm just a little new to the interface and am trying to figure out how to set it up as described above