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Loom

Grumpy Gamer

Everything is linked to the id 38260 including the actor's scripts. fist_pump} calls an animation on actor saying the line and (mocking) is direction for the actor and ignored by the engine. And then towards the end of production a python script turns it into guybrush: GUYBRUSH(38219,"Aye, Cobb.") Adding the unique line ids.

Scripting 279
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Zoochosis by Clapperheads will make you fear those lovely animals in the zoo

PreMortem.Games

A terrifying parasite is spreading, mutating some of the animals into grotesque, blood-thirsty monsters ready to kill their way out of their cages. Looking around the zoo, my mind was already transforming the animals behind the fences into images from Adam’s post! Everyone loves animals, right? Of course, in a zoo.

Animation 156
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Zoochosis by Clapperheads will make you fear those lovely animals in the zoo

PreMortem.Games

A terrifying parasite is spreading, mutating some of the animals into grotesque, blood-thirsty monsters ready to kill their way out of their cages. Looking around the zoo, my mind was already transforming the animals behind the fences into images from Adam’s post! Everyone loves animals, right? Of course, in a zoo.

Animation 118
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Noob question about scripting animation

Cocos

But you need to mount the script to the animation component and add the corresponding frame events, you can refer to github.com CocosCreatorHowToUse/proj/Demo/Creator3.7.0_UseAnimationFrameEvents at v3.7.x I guess what I’m asking is, can the inserted frame event be used a signal to trigger that change in code?

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Dev snapshot: Godot 4.4 beta 1

Mircosoft Game Dev

Breaking changes Animation Audio C# Core Editor GDScript Import Input Physics Platforms Rendering and shaders XR New in Beta 1! GH-91333 ) The names of imported blend shapes and animation libraries from glTF files have changed as unsupported characters are automatically removed. Highlights Many features originally intended for 4.3

Beta 106
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Dev snapshot: Godot 4.5 dev 1

Mircosoft Game Dev

Animation: Support hiding functions calls in Method Tracks ( GH-96421 ). GDScript: Highlight warning lines in Script editor ( GH-102469 ). Import: Use UID in addition to path for extracted meshes, materials and animations ( GH-100786 ). 3D: Fix Camera3D gizmo representation to accurately reflect FOV ( GH-101884 ).

Dev 75
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Play and resume animation inside script

Cocos

I have created a Prefab containing a baked skeletal animation and a typescript. After some effort, I have observed something: The animation can only play if I check the Play on load in the editor. No matter how I try to use play() inside the script, the animation will not run. How can I achieve that?