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Thread: Animation transition problems with fighter jet sim

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    Animation transition problems with fighter jet sim

    Hey folks, i've got a bit of an issue i'm having a hard time figuring out. I'm playing around with an airplane game similar to how UN Squadron for the SNES plays, the basic old school side scroller shooter style game. I have animations for when the plane climbs, it rolls to the left and when it descends it rolls to the right. The problem i'm having is that i have animations for when the plane levels back out, slightly rolling back to the stationary idle position. I for the life of me cannot figure out a way to achieve this. I've made events negating pressing up/down, using different animations for the leveling out and also just making 1 animation for the roll, both up and back and freezing/activating after a certain animation frame. Basically, what i want to do is have it so that when while holding up or down, it plays the roll (or pitch) animation, then when releasing it plays the same animation, just reversed to go back to the idle state. Anyone have any tips for doing this?

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    Solution:

    Not sure if this is the best or most effective way of doing this but i've got it working. In case someone has similar issues, here's how i fixed it - alterable values. I set a value named "Pitch Value", could be whatever that is easier to organize. I set events as such:

    +Repeat while moving up
    >= set animation to Roll Up, set "Pitch Value" to 1

    + (negate) Repeat while moving up
    - Pitch Level = 1 >= change animation sequence to Roll Up release

    I did the same for all directions that this applies to and it worked out perfectly. Btw, this was done using the 8 direction movement, i wouldn't think it would change too much depending on which active property is set. Hope this is helpful to someone!

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    Instead of having separate animations, just combine them into one continuous animation, from full left bank to full right bank, and set the animation speed to 0.

    Then while "up" is pressed, you increase the animation frame by 1. While "down" is pressed, you decrease the animation frame by 1. While neither (or both) are pressed, you increase the animation frame by 1 if it is less than [number of frame that has neutral roll], or decrease it by 1 if it is greater.

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    Thanks MuddyMole i'll try that out!

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