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Post by shadex on Jan 26, 2017 19:19:14 GMT
So i have a few questions about the animator setup. I am having a problem with multiple attack animations and recoiling any time a weapon hits the ground.
So is there a way to count multiple hits in a single animation. I have a few combo animations i would love to use, and it's a pain to separate the combo to each hit, and still make it look smooth. I noticed that even when the hit boxes are turned on, it only allows for the first hit to do damage / cause reaction. So yea, any way to make each hit count?
The other problem is a bit more severe. I know that the system is setup to recoil whenever a collider hits a wall or the floor. Is there an easy way to turn it off for an animation, or worse case scenario turn it off for environmental collision without killing off the recoil system entirely? I know you can generally turn the hit boxes on or off, but on some kicks and other attacks this is happening mid animation when the attack is suppose to be landing on the player.
Ignore ray cast is set on the weapons, and to the best of my knowledge everything is setup properly. Any help would be greatly appreciated
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Post by Invector on Jan 26, 2017 19:26:46 GMT
The best way for now is to separate your combo animations into each animation state, you can go from state A to B without a input, just leave the exit time there without any conditions and setup the transition correct to have a smooth transition.
You can config a differente layer for the recoil, just open the HitProperties on the MeleeManager component and choose a different layer for the recoil
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Post by shadex on Jan 26, 2017 21:43:54 GMT
The best way for now is to separate your combo animations into each animation state, you can go from state A to B without a input, just leave the exit time there without any conditions and setup the transition correct to have a smooth transition. You can config a differente layer for the recoil, just open the HitProperties on the MeleeManager component and choose a different layer for the recoil Then if I'm separating animations anyways then the hit boxes will work, i'll just turn them off before floor collision.. Oh well, just wish you could save the animation states themselves as a prefab, but unity forgot to put that in :p Thank you much for the response!
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