Impact

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1 decade ago by Jerczu

I'm having a "theoretical" issue which soon become a practical one. How would you approach this problem.

My player entity has a run animation - during a run that has 9 frame cycle - he can fire at any point. I would like it to have the same run cycle animation running but have weapons kick back animation played as well...

Impact don't support onion skinned entities so my question is how to merge these animations if the fire event can happen during any point of the run cycle?

1 decade ago by StuartTresadern

Does your kick back animation effect the top / bottom or both areas of your character ? how complex are the kick back animations, do they simply move the character back or do they move legs / shoulders etc.?

1 decade ago by Jerczu

Well the only difference is really in the upper half of the body of the player character. Easiest would be to onion skin the character but you can't do that. It's a continuous run animation and I want it at any point switch to firing animation without affecting the run animation if that makes sense.

1 decade ago by Jerczu

It's worth mentioning that I don't want to switch between animations because that will cause a lag between the key press and animating the blast and the weapon kick animation...

1 decade ago by Jerczu

Ok I found the solution hopefully it will run fine on iosimpact http://impactjs.com/forums/help/multiple-layered-entity-animations
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