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As I mentioned in my original thread, theoretically, can we capture an animation frame of cloned animation, and then play it simultaneously with another cloned animation? e.g., wing either continues going down or up as kick happens, depending on timing. Not the wings “reset” to top coming down for each kick or roar?
Unfortunately, in verge3d, the second animation is seriously limited if I try to play it while the first is playing. In Blender, the animation of kicks and jaws opening/closing is much longer and swings higher.
I want animations to play in verge3d as it exactly does in Blender, whenever user input indicates so (e.g., button pressed)
Unfortunately, since you have only one armature here, you can’t animate different parts of the model with different animations, running independently from each other. If you don’t like the idea that wings or some other model part being reset when the user interact with the scene, you can do one of the following:
delay the execution of animation, e.g. wait the kick till the wings are positioned properly
split wings and animate them independently from the main model (possibly with simple object animation)
In general, Verge3D allows mixing different animations together, but this would require hardcore JavaScript coding and not currently possible with Puzzles.