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aronm15237262
Known Participant
April 24, 2020
Question

Control whether triggers are active?

  • April 24, 2020
  • 1 reply
  • 1000 views

I'm working on a custom puppet that has a lot of keybaord triggers. Due to this, there's 9 triggers going to 2 graphics, and the triggers simply move the graphics around the screen to specific locations together. However, I need one of the graphics to seperate to a different set of images keyed to the same triggers (so I made a swap set) but the problem with this is while the swap set works just fine, the second graphic still moves around the screen regardless of the first graphic. Is there a way to press a key and temporarily disable trigger inputs for the second graphic, or for a set of triggers? I need the second graphic to stay still until the swap set is changed back.

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1 reply

alank99101739
Legend
April 24, 2020

It is a little tricky to follow, but sounds like you might need separate trigger keys so you can move one without the other. 

 

But if you explained a bit more about how trigger keys are causing movement, that could help. E.g. are the trigger keys playing a replay? If so, you can edit the movements in the recording afterwards. (You can split the movement recording - a transform? - and move the second part of the movement recording to later...) But a bit more detail about how you are achieving things like movement could help.

aronm15237262
Known Participant
April 25, 2020

Yeah, sorry, I know this is a tough one to explain. The problem I'm running into is I'm using every other key on the keyboard, so if I can't make this work, then I'll have to go through and remove other keys and make the 2 graphics 2 seperate triggers. (this is the current back-up plan if I can't get this working)

I'll try and just explain the situation, I'm making a puppet that's sitting at a desk and controlling a keyboard and mouse, corresponding with what I'm doing while I game. If I press an arrow key to run forward, the puppet will press the arrow key as well, and so on. I have 9 triggers that are controlling where the mouse is on the desk (corresponding to where the cursor is on screen) but if I type, let's say the "P" key, the puppet's right hand needs to leave the mouse and press the key onscreen. I have the keys that the right hand can press as a part of a swap set and using the same triggers, so right now if I were to type the word "POOL" my puppet's right hand would leave the mouse, press the P, O twice, and L, and then go into a default resting pose where it rests on the keyboard over those keys. When I move my mouse onscreen, the right hand will move back to the mouse and control it like before. The problem is since the mouse position uses the same triggers as my right hand's typing images, as I type "Pool" the mouse will move around freely without the puppet's hand on it.

I'm actually using another program to send my keypresses over to animator while it runs in the background, so when I move my cursor to an area onscreen, the program is sending a keypress to character animator, and CA is showing one of 9 pre-drawn images of a right hand moving a mouse. The two things are sharing trigger keys because, well, since I had to program an entire keyboard's worth of keys into triggers, I ran out of available keys, so the hope is that there's a way to tell the mouse layer to occasionally "no longer listen to triggers" until my program sends a keypress letting it know that the cursor is moving again and my right hand is back on the mouse.