Demo editing: force restart of (looping) MOV


Intussusceptor

 

Posted

I am playing around with demo editing and attempt to be creative with combining animations (MOV command). Having character A perform EMOTE_BAT_SMASH_REACT while B perform GROUND_PUNCH_HIT with properly adjusted POS and PYR makes a knee-on-stomach grappling position. However, these looping animations are of slightly different length (approx 1600 ms vs 1325, and in addition an approximate difference of 133ms to the "impact" point)
Is there a way to sync the animations by forcing on of them to restart (go to frame 0)? Subsequent applications of the MOV command seem to be ignored (animation keeps going on without restarting).

In the following example, the first cycle looks correct but the second is off sync because subsequent applications of the MOV command do not restart it:

0 1 MOV EMOTE_BAT_SMASH_REACT 0
133 6 MOV GROUND_PUNCH_HIT 0 //looks good with 133ms delay
1467 SKYFILE SKY 1 0 1.000000 //give the slightly slower EMOTE_BAT_SMASH_REACT time to finish, 133+1467=1600
0 1 MOV EMOTE_BAT_SMASH_REACT 0 //Second cycle starts here
133 6 MOV GROUND_PUNCH_HIT 0 //restart GROUND_PUNCH_HIT to get the same 133ms delay.




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