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Old 05-09-17, 17:43   #1981
Dustie
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The animation looks flawless! Like it's ready to use
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Old 05-09-17, 21:32   #1982
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Originally Posted by Krystian View Post
^ Thanks guys!
As much as I'd like it to be otherwise, your suspicions are most likely correct, Joey. :(

I ended up testing the animation a different way - i used the big wall switch and scripted the animation to be used with the switch underwater.

wow this is really well done ! congrats on the result and your hard work ! this type of animation gives me some new gameplay concept it's refreshing !
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Old 05-09-17, 21:52   #1983
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Great animation, Krystian!!!

Using a TestPosition= command for the big push button?
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Old 05-09-17, 22:24   #1984
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Thank you all!

@Titak: Yes it is a testposition and a triggergroup that forces the animation for Lara and a special secondary animation for the switch. This new animation still has the die animcommand which allows it to be used as a regular switch (placing a switch type trigger + a trigger for something else underneath, in this case the door).
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Old 06-09-17, 14:50   #1985
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Quote:
Originally Posted by Krystian View Post
Woah, those are some fantastic animations Joey! Also that cat model is amazing, nice work, A_De.
Thank you

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I like how she does the little "swim up" movement before putting her feet against the wall.
Hmm, but this move makes the animation longer and that might be critical in underwater areas

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Originally Posted by Krystian View Post
I ended up testing the animation a different way - i used the big wall switch and scripted the animation to be used with the switch underwater.

Looks like this animation is a bit smoother and slower than this one:
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Originally Posted by Krystian View Post
With all these great animations I got into the animating mood myself, and after such a long break, I've made something too:


I must say I'm quite satisfied with the result, I was afraid that after such a long time I'd be rusty. I would like try the animation out in game, but unfortunatly I don't have a working wall object to test it on. I do plan to make one, but I feel that making the mesh tree and animating it won't be a simple task with TRLE's limitations. If only we could have independent movement of meshes... *dreams*
Oh well, I'll get around to it some time... eventually... I hope.
I also try to make an animated underwater breakable wall like in AOD. Not that simple task, indeed. If I ever finish animating it I'll share it
By the way, what about using the ceiling underwater switch? Currently it is almost unused in custom games...
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Old 13-09-17, 23:21   #1986
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Quote:
Originally Posted by Krystian View Post
^ Thanks guys!
As much as I'd like it to be otherwise, your suspicions are most likely correct, Joey. :(

I ended up testing the animation a different way - i used the big wall switch and scripted the animation to be used with the switch underwater.

This brings so much possibilities to the NG/TRLE community .
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Old 14-09-17, 23:23   #1987
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Hey @Joey79100 i think i find a bug, when you press to move foward to give a step this happens, idk if it's your animation or something else that's why i recorded.

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Old 15-09-17, 05:56   #1988
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Can you explain a bit more please? Does it happen when you just tap the Up key, or when you hold it? Have you tried installing an additional transition?
Maybe it's a bug I've corrected in the last versions (I think it's a link to the additional stop running animation that I had forgotten to remove). Please download the last version if you're not using it, and see if it still does this.


Once again:
TO EVERYONE USING MY RUNNING ANIMATIONS: Please make sure you're using the last version of the package to avoid many bugs, even if you haven't found them!
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Last edited by Joey79100; 15-09-17 at 06:24.
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Old 15-09-17, 10:25   #1989
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Oops i didn't saw lol,sorry for disturb you,it fixed the bug.
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Old 15-09-17, 11:28   #1990
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Haha don't worry, there have been many problems that have been corrected between August 16th and September 2nd (thanks to Raider99) so it's understandable that people have missed the updates.
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