The notifies in the first screenshot don’t begin until the swing is over half done and yet in the world the line traces fired by the notify line traces are in the middle of the swing. Also, I followed some tutorials saying to use 2 sockets for a line trace through the swing but my gut says to have more sockets and do the line traces in a circumference motion rather than radial. Anyway, looking for some help.
Hey @dilpo!
This doesn’t look like there’s a problem? Could you elaborate?
That being said, your circumference idea is right on the money, but you don’t need a whole bunch of nodes. You can save the first location, then draw from old location to new location, then save the new location as the old location, rinse repeat until the active frames are done.
Hope that helps!
Sure. The notifies on the graph occur between the 60% mark and the 100% mark in regards to swing duration, meaning the second half of the swing, and yet when I play in editor and swing there is a very large disparity as the line traces are occurring in the middle of the swing, between roughly the 35%-80% marks.
So I’m seeing that you’re trying to trigger an event every frame for four frames- does the swing only last 4 frames? Keep in mind- if you drop below 60 fps notifies can become unreliable!
It LOOKS like a pretty stable, wide swing judging by the line traces? Could you provide some visuals to help explain your situation?
The picture I posted is the end of the swing pretty much, and yet it’s in the place of the final line trace that’s cast. I could post a gif tomorrow.
Good to know about notifies and frame rates. I’ll probably switch methods as I see some tutorials are doing it with custom events that fire every .01 second of the swing with line traces. I don’t think I’ll need it that fast but I’ll experiment.
so what this shows is that the notifies occur at the end of the swing and yet when swinging in game the line traces are well placed within the center of the swing as shown in the original post.
I guess it’s just a trick of the eye, perhaps its the way the model is rotated and just the orientation of the animation that requires the notifies to be at the end of the swing to line up with an ideal hit area in game.
Ah, yeah, it’s your typical anim notify tomfoolery. I could say it was due to those things you said but… it’s just one of those bizarre things, but also this is A LOT of events in a short time from one source.
If you’re using it as a montage- I’d use playmontage with two events on the montage event track. One that ACTIVATES your timer(I’d go with .03s loops) and one that stops it, gets timer by handle and clears it.
Then off that timer do what I was talking about earlier, use a function or event to trace back to last recorded location of the same point, and trace, then set current point as old point, the sword moves in between loops and bam half circle drawn, frame independent!
I’ve already updated it to not use casts within notifies. Using function timers instead
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