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Could I please get some help using the mirror checkbox to mirror my 'Use' animation

Hey guys, this is my first post here. Really loving Adventure Creator so far.

So I've got my walking animations down pretty well and I understand how _R, _D, etc works for the engine to detect my walking and idle animations.

I also find the 'Left mirrors RIght' option so I only need to load up half the animations and the engine will mirror it, brilliant!

Now, I notice it wasn't covered in the tutorial, but I'd like Unity to mirror my Use_R animation.

Here's what I've tried

  • Create Use_R animation, load sprites in. Everything works great
  • Load the Use_R animation into my PlayerController
    This is where I get a bit lost...
  • I create a Use_L but load the Use_R animation into it (don't know if I'm explaining this correctly), but in my AnimatorController I now have Use_L and Use_R both using Use_R animation.
  • I click on Use_L, and select the 'Mirror' checkbox.
This doesn't appear to work, and my character still turns around to animate right even when I'm trying to invoke the Use_L animation.

Thanks guys

Comments

  • Welcome to the community, @kwetton.

    What is your chosen "Animation engine" setting for the character?  You shouldn't need to create a separate animation state in the Animator if you're using the frame-flipping feature.

    In the Player's Inspector, once Frame flipping has been set to Left Mirrors Right, be sure to also check Flip custom animations?.  That will cause "Use_R" to play (but flipped) if the character is facing left at the time the Character: Animate Action is called.  "Use_L", as a clip in your Animator, is not necessary.

    You can make this dynamic if you want, by setting the Action's Clip field to just "Use", and checking Add directional suffix?.  AC will then play Use_L / Use_R dynamically according to whether or not the player is facing left or right (but they will have to be facing that cardinal direction, diagonally e.g. UL won't be enough).
  • Hey Chris, thank you for the detailed response. Flip custom animations worked perfectly. One unrelated question, could you link me to information about parallel actions in an ActionList? I' have an Object: Transform and a Dialogue: Play Speech happening at the same time, but I can't seem to branch one node to two others.
  • ActionList::Run in parallel make as many branches as you wish. But actually if you run Object:Transform and "Wait until finish" is unchecked your next command (PlaySpeech I suppose) will run almost the same moment after Object::Transform (even you have them in one brach, one after another)
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