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Inspiring
February 1, 2021
Answered

Question about replay take with puppet position

  • February 1, 2021
  • 1 reply
  • 501 views

Hi, 

So it could be just me not getting some basic concept, but here goes: I'm trying to make a "trembling in fear" animation replay and I'm doing it using the X coordinate. Thing is, while it does work, everytime I trigger the replay, the puppet won't, like, stay where it is and tremble, it will go to the middle of the screen to do so. What I want is what you get with like a waving animation, which happens to the puppet independently of its position on the scene by using a thing that is connected to im (arm in waving). I don't know what I could use to make the puppet tremble like I want except not using the X cooridnate (position). What can I do, then? Use an invisible square tha'ts part of the puppet to animate the whole puppet trembling? Or is there a simpler way?

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Correct answer alank99101739

A replay records values and plays them back. If you record a dragger, they use the screen coordinate system. If you use position x/y or anchor point x/y it is scene coordinate system (i think one is before scaling, the other afterwards). 

 

If your scene and replay use the same Transform component, the replay will override the default - it does not add offsets, it replaces them.

 

So two ideas come to mind. If you normally use position x/y to position your character, record the replay using Anchor Point X/y. They get added i think. That way the replay won't override the scene values (they are changing different properties).

 

The other idea is to add an addition transform behavior to the root layer inside the puppet hierarchy (On the +CharacterName layer). Record the shake on the nested transform and don't record anything else there. I did a quick test and seems to work.

1 reply

alank99101739
alank99101739Correct answer
Legend
February 1, 2021

A replay records values and plays them back. If you record a dragger, they use the screen coordinate system. If you use position x/y or anchor point x/y it is scene coordinate system (i think one is before scaling, the other afterwards). 

 

If your scene and replay use the same Transform component, the replay will override the default - it does not add offsets, it replaces them.

 

So two ideas come to mind. If you normally use position x/y to position your character, record the replay using Anchor Point X/y. They get added i think. That way the replay won't override the scene values (they are changing different properties).

 

The other idea is to add an addition transform behavior to the root layer inside the puppet hierarchy (On the +CharacterName layer). Record the shake on the nested transform and don't record anything else there. I did a quick test and seems to work.

Inspiring
February 2, 2021

It worked! Thank you! I still don't quite understand the reason for nesting the transform behavior but if it works it works!

alank99101739
Legend
February 2, 2021

Transform behaviors can be applied to any layer of the tree and they transform that part of the tree relative to the parent. So you could rotate a head putting transform behavior on the head layer. It just happens that ch likes having a single root layer for the artwork, so it was easy to transform that sub-tree (which was everything) in addition to the puppet itself. In that case the transforms combine in the way you want.