Hi guys, I’ve a short question here…
How can I play an animation based on a float (with values between 0.f and 1.f) as input rather that the animation being running based on its own timeline.
Hi guys, I’ve a short question here…
How can I play an animation based on a float (with values between 0.f and 1.f) as input rather that the animation being running based on its own timeline.
any way to go? documents, C++ AnimSequence, or anything guys?
could you not use a 1D blend space to blend your animations depending on you float value?
No, I want to move back and forth on “a single animation” and not between a group of animations.
**Reason: **I do that because the character’s capsule is moved based on physics forces (dynamic not kinematic) specifially using (AddImpulse and AngularImpusle). I want to handle the rotation in coordination with the animation and I can’t use RootMotion because it’s a kinematic movement (like SetActorLocatoin and SetActorRotation those are all kinematic) and when combined with dynamic (forces) at the same frame it would lead to strange results.
In short, I just want to move an animation based on a float of percentage of its time line (0.0 to 1.0 or 0.0 to 100.f). It seemed like a basic task actually.
Another way that could help is if I can get from the already running animation the current percentage off its timeline, that would do the job just as good as controlling an animation via a float.
It is indeed, but I’m not sure how well documented it is:
Right-click on your animation sequence -> Convert to single frame animation
This converts it from a sequence player to a sequence evaluator. You can then enter a float variable telling it what time to evaluate the animation. I can’t recall if it’s 0.0-1.0 or 0 to animation length, but either way you should be able to get it working how you want.
Thanks bro, you made my day (my week technically). Thanks.**
thanks meLord!