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Animation setup redundancy

Animation setup redundancy

Postby SpiderMack » 27 Sep 2017, 10:43

Hi,

Settting up some AI i found there is also animations setup in the character controller , along with entity animation mapping

Image

Should character controller drop animation setup ?
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Re: Animation setup redundancy

Postby SolarPortal » 28 Sep 2017, 10:49

The "PhysX Player Controller" action was designed to create a quick third person character that could walk around a level without any complex setup. It also was one of our first controllers for Third person. e.g. Great for main player character but not AI.

However, if you are setting up an AI, then you will want to use the "Simple Character Controller" action which simply sets up the capsule and is ready for all the programming to be done in lua or modules or both :P
Then using the Animation mapper with this, you have a large varied degree of script support that can be shared along with dynamic properties.
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Re: Animation setup redundancy

Postby SpiderMack » 28 Sep 2017, 22:56

Controller is great for all beginners :D

A game have only one controller for player and hundred of AI character that needs "Simple character Controller".
Should not Simple Character Controller be in the right click editor menu instead of looking for it in the Action list ?
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Re: Animation setup redundancy

Postby SolarPortal » 29 Sep 2017, 10:22

It could be as it is a main action :)
Skyline Game Engine - Lead Dev.
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Re: Animation setup redundancy

Postby StarFire » 29 Sep 2017, 10:32

Done: SCC is now on the RMB Action - Add Character Controller
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Re: Animation setup redundancy

Postby SpiderMack » 29 Sep 2017, 17:46

StarFire wrote:Done: SCC is now on the RMB Action - Add Character Controller


Great :D

Despite some little issues here and here, skyline is super easy to use and code and it's improving really well.
It's a great 3D engine,it will need to be popular once it is ready for Steam :D
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