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So in this game, there comes a time where the player has to face against this giant crab-thing with a giant pincer. The pincer has an attack animation where it tries to grab the player. And also has an animation that triggers if it grabs the player. The problem is: the player will be free to move around to try and dodge it, while the grabbing animation will always trigger at the same spot, creating this obvious hole in the frames. How could I work around this?
On a side note, I’m also animating the player getting swung around by the pincer. If you know of a better way of achieving that let me know.
Have you looked into an AnimationTree? You may be able to define a state (such as “grab” or “attack”) to go to when you require a specific animation.
Ertain | 2019-07-03 17:40