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Thread: Rotation and Action Points

  1. #11
    Clicker Fusion 2.5 Developer

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    That's what I'd do in a simple case, but not with an animated sprite where the action point moves around a lot - it would be too much hassle storing all the coordinates (you'd have to use lots of alterable values, a de-limited string, an array, or something along those lines).

  2. #12
    Clicker Multimedia Fusion 2 DeveloperiOS Export ModuleSWF Export Module
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    I know about that method too LB,
    but in my example you simply:

    ( 1 )
    create a new Animation ( identical to the Main Animation ) "ActionPoint2"

    ( 2 )
    change the Action Point in "ActionPoint2" to where you want it to be.

    ( 3 )
    Whenever you want to use ActionPoint2 in the event editor, you simply load ( change Animation sequence ) "ActionPoint2".
    If the Object changes Direction or Angle, ActionPoint2 will still be in the correct position.

    ...
    With your method its a bit harder to place the Action Point exactly where you want it to be.
    The problem with my method is, when "loading" an Action Point it interupts and resets the currently playing animation sequence.
    The problem with either method is if, lets say, the Objects has a 'standing' animation and and a 'proneing' animation, then the Action Points would need to be in different places depending on wich animation sequence is active.

  3. #13
    Clicker Multimedia Fusion 2 DeveloperiOS Export ModuleSWF Export Module
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    Hmmm, i just noticed a thing here...
    I downloaded your example "ActionpointMathTest.mfa" just a minute ago, but it still says "0 views".

    ???

  4. #14
    Clickteam Clickteam
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    elated and unimportant as that is, it says 3 views here. Anyway, I was just showing the mathematical way to do it. I agree that it doesn't work too well with many animations and frames, but it is always good for reference.
    Working as fast as I can on Fusion 3

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