Adventure Game Studio

AGS Support => Beginners' Technical Questions => Topic started by: tinyhippo on Sat 13/04/2013 17:40:45

Title: Transitional frames in a walkcycle
Post by: tinyhippo on Sat 13/04/2013 17:40:45
Hi guys,

So, i've ran into a problem of sorts recently which i'll try to explain right. I have a walkcycle for my main character. The 1st frame is him just staying in place, the 2nd one is a transition from a standing to a moving phase, frames 3-10 are of him walking, 11th frame is the transition from a moving to a standing phase and back to the first one.

Is there a proper way of making it so that when he walks consistently there are no 2nd and 11th frames which should only appear once in a whole walk cycle?
Title: Re: Transitional frames in a walkcycle
Post by: Cerno on Sat 13/04/2013 18:28:14
From my limited knowledge I think accessing individual animation frames is not possible right now (there was a thread about this a few weeks back I think).
The only thing I know of is omitting the "standing frame" via the GUI of AGS, but not transitional frames.

I'm relatively new here, so you may want to wait for a second opinion :)
Title: Re: Transitional frames in a walkcycle
Post by: Khris on Sat 13/04/2013 18:32:11
Built-in walking doesn't support transitional frames; the first is the standing frame and the rest is used for the walk-cycle.
It's hard if not impossible to customize that without basically implementing the walking animations yourself (including path-finding).

The main problem is that there's no way of determining reliably in which direction a character will start walking.
Title: Re: Transitional frames in a walkcycle
Post by: tinyhippo on Sat 13/04/2013 18:40:27
Thanks guys! Guess i'll just have to get rid of those, not a biggie of course. Less work for the artist :smiley:
Title: Re: Transitional frames in a walkcycle
Post by: VVK on Sat 13/04/2013 19:36:28
Quote from: Khris on Sat 13/04/2013 18:32:11
Built-in walking doesn't support transitional frames; the first is the standing frame and the rest is used for the walk-cycle.
It's hard if not impossible to customize that without basically implementing the walking animations yourself (including path-finding).

The main problem is that there's no way of determining reliably in which direction a character will start walking.
Oh, rats. I was thinking I'd have to figure out this kind of thing at some point, but if you consider it so hard, well, it's got to be really hard. I have some nonstandard animations where things like transitional frames and figuring out which way the character will start walking matter more than in the usual case.