If you have time, sit down, relax and let me explain.
Imagine i’ve modelled a tentacle like the one in “The day of the tentacle” by LucasArts™. If you don’t know it, imagine a standing tentacle (modelled with one simple bones chain) that moves around jumping. I’m trying to animate it and i’ve come with the following problem:
I’ve designed an action in which the tentacle bends back slowly, and the forward quickly, so it jumps and lands somewhat further in the direction it was looking. The animation doesn’t look bad, but now i want to ue it in the real-time engine. I create a sensor for a keypress, attaching it to the action. When i press it, everything goes fine: it jumps forward. When i press it again, the tentacle appears in the first position again and repeats the action. This is logical, as i haven’t updated the position of it’s “origin”.
If i try to make it advance applying a force after making it dynamic, it starts moving already when its bending backwards (which is wrong), and it’s also very difficult to control it.
A simpler way of making this is displacing the object’s origin after all the animation is made the given constant amount. This would be enough for my purposes, but i would need a sensor going off when the action is finished and this is not possible as far as i know. I came up with the idea of translating at the beginning of the action the mesh to the end position, and design the action so that it had the origin in the place where the jump would end, but i failed to do it, as everything is relative to the parent bone.
Then i’ve thought of making the action of jumping without moving the tentacle of its place (jumping on the same place), and combining it with displacement (as i’ve seen it is done in some tutorials for walking cycle), but this has the problem i mention in the topic: The displacement of the tentacle it’s not continuous: it moves more in the frames that are in the middle of the action and it doesn’t move at all in the firsts or lasts frames (when bending).
Summarizing in one question : Does anybody know how to make this non-uniform advancement of an object during it’s actions?
I suppose i’ve made it too long, but i’ve tried to explain it the best i can.
Thanks in advance.
Bandoler!