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DarkBASIC Professional Discussion / Prioritizing Player Animations / Character Controller

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anwserman
15
Years of Service
User Offline
Joined: 20th May 2011
Location: Wisconsin
Posted: 11th Aug 2012 09:19
I've always had issues trying to figure out how to program player animations. It's always screwed me up. Here are two examples that I can think of.

> Let's say my player is doing an idle
> animation. He catches an object, and
> depending on which hand catches it,
> plays a different animation. Once the
> catch animation is finished, the
> controller resumes back to the default
> idle animation.

This would be relatively easy. When my player starts to catch a ball, start a coroutine that plays the correct catching animation, and then resumes the idle animation once it's finished.

> But let's say an enemy attacks while
> the player is catching a ball. A
> missile comes out of nowhere and blows
> up on the player, sending him
> backwards. The correct animation now
> would cancel the catching animation
> (because he's being blown to
> smithereens), and instead of idling,
> the player needs to instead slowly get
> back up into an injured position.

This all goes back to my character controller (and that during the catching code, I need to correctly accept and interpret the enemy attack), but in theory, what's the best way of doing this? I keep thinking that the character controller determines animations, and that animations should not determine how the character controller works.

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MrValentine
AGK Backer
15
Years of Service
User Offline
Joined: 5th Dec 2010
Playing: FFVII
Posted: 13th Aug 2012 15:51
2D or 3D?

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