#Cuffs discussion
1 messages · Page 1 of 1 (latest)
the problem I'm facing now is transitioning between animations. There is put them on animation, which has all the fancy transitions between them and then it snaps into gadget pose, which changes the direction character is facing and his stance. My gadget graph looks simple for now
all the complexity arises from the fact that I have this stage
What's the problem?
snapping between player_main.aw RESTRAINED graph node -> Locomotion graph node with the activated gadget layer. Transition just snaps character in place
Messing with the player main aw is a big no no and should be avoided at all costs.
I haven't found a way to make it cleaner without touching the main graph. And as I was told this was the only way it can be made
All this does is force people to use your mod or any other mod that also edits the main aw.
They can't use both.
Right now that might not be an issue. but if someone else comes along to make an animation mod, people will have to use one or the other, unfortunately.
What are the options for making this modular ?
Do it all from the gadget and not touch the main aw.
how would gadget trigger animations on the other player that is being restrained ?
Doesn't the bandage action do something like that with the target player? or maybe I'm mistaken.
If you wanna hop down here.
@bold dragon
@woeful parcel Hey, how did you make the handcuffs show/hide? Did you use a slot?
If yes, is the item already in the prefab or do you spawn it dynamically?
I believe Zelik did it through gadget. I did them as item that spawned dynamically
spawn prefab and attach it