the way mmf handles animations...
Why do animation sequences, which are not looped and have finished playing, jump to the first animation sequence in the list?
I never understood this. Is it a bug, or to do with platform movements or some thing?
It causes lots of problems when doing custom animations.
Could we have an option to stop it from happening please?
Thanks.
Re: the way mmf handles animations...
Maybe you can describe your problem more detailed? Once you know an animation doesn't play anymore you can change it manually to an animation that fits your needs. There are various ways to do this:
- You can test for "Has an animation finished"
- Or you can test (Negate "Animation is playing?")
- Or you could force the anim to start at frame 2 and check if the current frame=1 to see when it's finished
- Or loop the anim to the last frame and check if current frame=final frame
Re: the way mmf handles animations...
I think he understands that. If I didn't misunderstand the post, it's a complaint about MMF2 changing the animation sequence on it's own, rather than a question about how to change an animation sequence after another has finished.
I have to agree that it doesn't make sense that MMF should change the animation sequence without events making them do so. After all, if I want the animation sequence to change, I like to program them to myself.
However, the easiest way to get around the problem, is indeed to loop the last frame of every animation. That will result in that animation being played until you trigger another from the events.
Re: the way mmf handles animations...
Yes Nifflas is right, i'm talking about the way mmf automatically changes to the first animation sequence after the one you set has finished.
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However, the easiest way to get around the problem, is indeed to loop the last frame of every animation. That will result in that animation being played until you trigger another from the events.
Have thought about that, but one problem i have is that i have different animation sequences playing based on alt values. Oddly enough when the animation is switched rather than just going from the last sequence playing to the new sequence chosen mmf instead changes to the first animation sequence in the list for a split second. It probably has something to do with the order of events, but when i loop those animations theres no going back to the first animation, it's only when the animation is not looping.
If there was a way to disable this automatic switching, it would be fine.
Re: the way mmf handles animations...
Can you send me an example? I don't quite understand what the problem is...
Re: the way mmf handles animations...
The best solution would be to be able to select the next animation to be played when the current animation is done in the animation editor:
http://publiclag.sitesled.com/images/next_animation.jpg
Re: the way mmf handles animations...
Thats a great idea Random. It would have to have a "none" option you could select though, that simply left the animation on its last frame when it was done.
Re: the way mmf handles animations...
That is a great idea! It sure would save time and coding. Like, I could have an enemy charge up for a big attack on one animation, flash a few times (the repeat X times thing) on another animation, complete the attack on another animation, and then have him go back to his default animation when he's done: All done with this new feature! :D
Re: the way mmf handles animations...
Yeah, I always wished for something like that since KNP. Especially for beginners it'd be a big help.
Re: the way mmf handles animations...
Quote:
Have thought about that, but one problem i have is that i have different animation sequences playing based on alt values. Oddly enough when the animation is switched rather than just going from the last sequence playing to the new sequence chosen mmf instead changes to the first animation sequence in the list for a split second.
I've never had that problem when looping the last frame of an animation to prevent it to jump to another, so I wonder why it happens to you. Are you sure it's actually playing a frame from the wrong animation sequence when you are switching? To me it sounds more logical that this is the bug you're getting.