This is a good tutorial for beginners such as myself, however let's just say the puppet that I went with is quite picky. I had to resort to a jumping back style of dodge as the roll made the puppet glitch out, and the blink didn't quite fit the style. After the animation plays, the puppet teleports back to their original position. How do I prevent that from happening? Did it happen because I used a blank key frame at the end? If it helps, if i remember correctly previously when I did a slightly different style lets say a jumping roll, the puppet freaked out and was suspended midair then teleported to their original position although I manually moved the blank keyframe as the last frame.
Hmmmm. When you say the puppet teleports back to the original position, are you saying the puppet physical position in scene reseting, or just the puppet animation resets?
@@EasyDreamsCult it's not really teleporting, more like a quick movement back to the original position in which the key frame was. Then they'll walk or run back to their last known posisition right before the animation initially played.
@@EasyDreamsCult I was recording the key frames following the video tutorial, then I was testing in play mode. I have since moved onto a more flexible puppet, but am faced with a new issue. The whole animation doesn't play, their shoulders touch the ground then they abruptly do a reverse animation back to their feet.
Is there a way to make it more snappy and also I made it a back step instead is there a way to make it so when I jump when I move the left thumb stick in a certain direction a certain animation plays as a dash like in Jedi survivor
Thanks for the question! I'm not fully clear on what "snappy" means in this context. If you're talking about the speed of the animation, changing it is pretty much a matter of you adjusting the keyframes to your preference. I've never played Jedi Survivor, but I think I know what you mean. It is possible to map an animation to a directional input on the stick. That will probably make a good subject for a new video soon.
Thanks for the tutorial
Glad it was helpful! Thanks for watching!
Awesome work! Thanks for sharing the knowledge.
Thank you! Glad to hear it was helpful!
@@EasyDreamsCult I know your probably busy but if you can make a tutorial on stealth like the enemy won’t see you if you hide in a pot or dig a hole.
@@llightstar8664 Yes indeed we can do that! That's a great idea for a video, glad you brought it up.
This is a good tutorial for beginners such as myself, however let's just say the puppet that I went with is quite picky. I had to resort to a jumping back style of dodge as the roll made the puppet glitch out, and the blink didn't quite fit the style. After the animation plays, the puppet teleports back to their original position. How do I prevent that from happening? Did it happen because I used a blank key frame at the end? If it helps, if i remember correctly previously when I did a slightly different style lets say a jumping roll, the puppet freaked out and was suspended midair then teleported to their original position although I manually moved the blank keyframe as the last frame.
Hmmmm. When you say the puppet teleports back to the original position, are you saying the puppet physical position in scene reseting, or just the puppet animation resets?
@@EasyDreamsCult it's not really teleporting, more like a quick movement back to the original position in which the key frame was. Then they'll walk or run back to their last known posisition right before the animation initially played.
@@nightfall2681 Are you recording possession in any way?
@@EasyDreamsCult I was recording the key frames following the video tutorial, then I was testing in play mode. I have since moved onto a more flexible puppet, but am faced with a new issue. The whole animation doesn't play, their shoulders touch the ground then they abruptly do a reverse animation back to their feet.
Is there a way to make it more snappy and also I made it a back step instead is there a way to make it so when I jump when I move the left thumb stick in a certain direction a certain animation plays as a dash like in Jedi survivor
Thanks for the question! I'm not fully clear on what "snappy" means in this context. If you're talking about the speed of the animation, changing it is pretty much a matter of you adjusting the keyframes to your preference.
I've never played Jedi Survivor, but I think I know what you mean. It is possible to map an animation to a directional input on the stick. That will probably make a good subject for a new video soon.
Please please can you do a tutorial on turn base. Game I’m begging you
Don't worry. This has been requested several times, and I can confirm we have videos scheduled dealing with turn based systems.
@@EasyDreamsCult thank you so much your videos really do help