- Home /
Help implement such attacks
Hello everyone, long been tormented by the question of how to integrate and even implement such attacks, interference in the space of the player and the interaction between the enemy and the game, can eat what assets, help with this issue
I don't really know what you mean by attacks. I can assume that those images are them, but it is still unclear what is happening. I'm going to guess that it is something where the player loses control of the camera, it forces the player to look at the attacker and you must like do something to escape perhaps (if that option is allowed). If this is the case, wouldn't it just be a matter of locking the players ability to move or look around while animating the camera a certain way with an enemy close to the camera?
Prior to blocking the movement and the camera, but how can you make interaction, how to unite 2 different animations, then what does the enemy's arm grab at the player's shoulder and pulls to him, animate two characters from in one scene or what technique is there?
How do I get a frame into the frame with the animation of one character and the animation of the other, I understand that I can not run 2 animations at the same time?
I posted my thoughts on the issue below, but I think the best way to do it would be to have two different animations ins$$anonymous$$d of one combined one. They would just look like they are interacting because the two animations are made for each other and are played at the same time.
Answer by Stratosome · Jul 23, 2018 at 01:42 AM
Alright, so this isn't something I have a whole lot of experience with, but I'll post my thoughts as an answer in case it is helpful. I think the best way to go about this problem is to play both characters animations (the player and enemy) play in sync with each other. When actually creating these animations, you can probably combine two animations into one file temporarily and make one animation play around the existing one (or maybe manage to animation both at the same time with each other?). After you have these animations looking good, you can separate them so that these animations are different and can be applied to the correct thing. With the animations made, all you would have to do is trigger the event some how (perhaps the enemy gets in range), and then adjust both the enemy and the player to be in the proper rotations or positions to start the animation. At this point, both animations should be able to be played in sync and it would look like they line up. Knowing the initial conditions of the animation (like position and rotation) I think are the main part here and just making sure that these conditions are properly met to make the animation look right.
those. In the animator of the player there is one state and in the animator of the enemy another state and when I approach the player I block the movement and the camera, I turn on the state with the animation and also include the animation state of the enemy?
I'm not sure I quite understand what your question is there, but that's the right idea. When the attack is supposed to happen (perhaps when the two get close enough), you would want to access the animator on both the player and enemy to trigger the animations.