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animation timings
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[quote][b]VP[/b] wrote: To eliminate the problems when attaching proximity to feet, there are 3 essential things I found.... 1- Add a [b] cube [/b] proximity event to a plane (under the feet), rather than adding a [b] sphere [/b] proximity to the feet. If you add a sphere proximity event to the feet, it means that only the centre of the terrain will trigger the footfalls (this will cause problems) - if you use a cube proximity event on the terrain instead, it will detect the centre of the foot (and avoid problems). 2- Make sure the cube proximity of the terrain is positioned exactly where the foot lands in the animation (slightly too high or too low will prevent it from working properly). If your terrain is not flat, add the cube proximity to a plane (childed to the player) just under its feet to avoid problems when the character moves up/down over the terrain. 3-Make sure that the [b] cube [/b] proximity width/height are large enough so that the foot cannot travel straight through to the other side of the proximity trigger (otherwise it will trigger 2 events - one as the food comes down - and then again as it goes back up). Ideally you want the foot node to only just touch the proximity trigger. It can take a while to set up with a bit of trial and error - but once it's set properly, it should be rock solid and reliable. The only trouble you'll get is when you switch animations; if the different animation adjusts the feet positions, it will cause trigger problems - in that case, you can work around it by creating a separate footstep plane for each animation and switch between them as you switch animations. If you'd like to upload your model, I can set it up for you as an example.[/quote]
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