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Action Point(s)
Hi. God, I can't stop nagging.
Anyway, is there ever any plans to let you have more than one action point? This is a very specialized request though, I think. But what I wanted to try was building a large character out of several actives and have pivot points...
Just... getting it out there. <img src="/center/images/graemlins/laugh.gif" alt="" />
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Action Point(s)
Hi. God, I can't stop nagging.
Anyway, is there ever any plans to let you have more than one action point? This is a very specialized request though, I think. But what I wanted to try was building a large character out of several actives and have pivot points...
Just... getting it out there. <img src="/center/images/graemlins/laugh.gif" alt="" />
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Re: Action Point(s)
You could probably mimic multiple Action Points using Actives. Then just make it so it "always" sticks Actives 1,2,3...ect in the right possitions in relation to the BIGActive. After that its just a simple - Active Shoots Active in current direction. of course it requires a bit of input.
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Re: Action Point(s)
You could probably mimic multiple Action Points using Actives. Then just make it so it "always" sticks Actives 1,2,3...ect in the right possitions in relation to the BIGActive. After that its just a simple - Active Shoots Active in current direction. of course it requires a bit of input.
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Re: Action Point(s)
hmmm.... then to further the odd requests.... how about making an object stick one of its action points to a pivot point, and then another action point to another pivot point, and making it rotate accordingly....
Well, there's always a workaround that does it, MMF2 isn't exactly an animated movie making program. <img src="/center/images/graemlins/smile.gif" alt="" />
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Re: Action Point(s)
hmmm.... then to further the odd requests.... how about making an object stick one of its action points to a pivot point, and then another action point to another pivot point, and making it rotate accordingly....
Well, there's always a workaround that does it, MMF2 isn't exactly an animated movie making program. <img src="/center/images/graemlins/smile.gif" alt="" />
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Re: Action Point(s)
that only works in some instances. if you want the action-points to animate with the character, you need real ones. simple rotation can be handled with multiple ocjects or trig, but not animation. i, too, hope for multiple action-point capabilities.
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Re: Action Point(s)
that only works in some instances. if you want the action-points to animate with the character, you need real ones. simple rotation can be handled with multiple ocjects or trig, but not animation. i, too, hope for multiple action-point capabilities.
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Re: Action Point(s)
Simple use the individual Active points Action Point. Then make it pivot by placing the Hot Spot in the centre. Then u just need to tell each turret to point at something using the direction functions in the event viewer. This should work.
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Re: Action Point(s)
Simple use the individual Active points Action Point. Then make it pivot by placing the Hot Spot in the centre. Then u just need to tell each turret to point at something using the direction functions in the event viewer. This should work.
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Re: Action Point(s)
Well that depends on how you sprite. If you make the Big active in blocks you can animate the blocks as one big object so long as you learn to Cut and Paste each part of the big object. Already animated as 1 hole. just converted into seperate sections
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Re: Action Point(s)
Well that depends on how you sprite. If you make the Big active in blocks you can animate the blocks as one big object so long as you learn to Cut and Paste each part of the big object. Already animated as 1 hole. just converted into seperate sections