For that I am working with states but lets’ say there is more
than one action to be played in that state and that second action
might be randomized. Since only ONE action can be played at a
time How can sensors be set up so one action is being played then a
random action which needs to be played at the same time as the
first action so both actions are played. how would the sensors be
setup as far as true false pulses, the delay, etc If not setup correctly
actions seem to interfere with each other
Don’t need to draw i will try to explain it. I am making a fish and it works good but i want to improve it.
On my fish in one state it will be motionless with no forward movement, the fins will move and so with the tail, it flutters so the fish has some control but the dorsal fin works the same way but not always with the tail sometimes it does sometimes it doesn’t. If you don’t know how about this
maybe i can set it up so one action plays then another very close together
i would have to set that up so the pulses are different and the dealy is different, etc so they won’t be stepping on each other just need to know setup
You can have more than one action playing at once , but you need to use multiple action actuators. Actions have priorities so that one action will play over another, you have to be careful what order you place the actions in though. Closer to the top of the list and higher priority will override action actuators that are lower down and lower priority. (The order that sensors, controllers and actuators are listed in the logic view is important to execution order.)
To make best use of this, you should only have keyframes for the bones that are involved in the action.
I know you’re making a fish, but lets say you had a walk cycle and wanted the character to wave…
You would have the walk cycle animating all the bones in the armature at a low priority and have a “wave” action with keyframes only for bones in the arm with a high priority. Play both actions at the same time and the high priority “wave” action will display over the walk cycle. Only the bones that are keyframed in the action are used so you see the character walking and waving.
I understand what you mean but when i try i have some problems where motions that go with the action are not always executed. if you have an example or know where i can get one to look at it would really help there must be certain ways of setting up the sensors as well