Okay well take back everything I said, the issue is also present here too... you can't just change the animations of one instance without changing for all of them... it's really a pity, it limits so much the usefulness, I don't understand how it can be useful with this kind of problem.
What a false joy... :/
is it still planned to fix this @Yves ?
That's really a shame since it make impossible the fact of having a real Level Editor with the possibility for player to have custom animation and characters :/Quote:
There is no fix to do, it's a well known fact that in Fusion all instances share the same animations. It's the same thing with the Replace Color and Load Frame actions, they affect all the instances at the same time and this can't be modified in Fusion (at least 2.5, not sure about 3.0).
But I understand if it's nothing impossible to made at this level of developpement. Hope it will be better with Fusion 3 (glade to hear it's still plane to be release.)
@Fernando sorry, my mistake, forgot this particular MFA had a shader on the layer that turns black into transparent lol
double test ;)
The update seems great. I couldn't find any issues with the Windows-specific features I looked at.
Thanks for adding the option to exclude inactive events. That's very useful. A propos, I have another suggestion. One of the cool things about Fusion is that it lets you use spaces in altVal names, but doesn't produce syntax errors if you forget to replicate them exactly. So Alterable Value X("Active") is the same as AlterableValueX("Active"). But the Find All function isn't forgiving like this; if you don't type the spaces precisely, it won't find what you're looking for. This includes more than just altVal names. For instance, if you want to search for only Giraffe's Flag1, you have to place a space before and after the colon to find actions:
Giraffe : Set Flag1 on
...but must remember to place a space only after it to find conditions:
Giraffe: Flag1 is on
I wonder if you could add a feature to ignore spaces (except for inside strings) to Find All. If there were situations where this might be undesirable, perhaps this could be an optional checkbox (next to match case and match whole text).
Yes that could work, but that's not really optimal, it's limit the possibility of creating new characters for the player, and I really prefer to use one entity for all my charactersQuote:
There might still be a way to achieve what you want with a workaround. For example, create 50 clones (not duplicates) of your active in the Frame Editor. Give them all the same qualifier. When you need to control them all at once, you reference the qualifier. But when you need to control a specific 'instance' (like for example to load in a unique animation), you reference the active itself. I imagine your code would be similar to what you'd normally do, but instead of dealing with 1 active and 50 instances, you'd just be dealing with 1 qualifier and 50 actives.