Flinching animation / Animation Transparency?

Sorry if this doesn’t make sense, I’ll try and explain the best I can!

So lets say your walking around and you step on a spike, You haven’t stopped walking.
Currently you have a walking animation.

Now lets say when we step on the spike we will play a flinching animation.
your walking around and you step on a spike, You haven’t stopped walking and now your sliding weirdly.

What I want to do is an “Animation Transparency” (not change the transparency of a part)

You see here the red square and the blue square. Lets say the red square is the core. when the blue square goes over, the red square is still working but so is blue. the red square is changing blue depending on the transparency of the blue square.


Now in photo, lets pretend this is a simple rig! the core is when nothing is played, same as a humanoid without an animation. The idle is the second lowest priority of the hierarchy and the movement is the third lowest priority of the hierarchy. When we play the “Movement” you can see depending on the transparency, the idle will be affected. (it would also be related to the distance/orientation from the core)

So if we were walking and we hit a spike… we have the walking animation and its affected by the second animation no matter if the legs and arms are, they will move a slight bit from there current position because of the second animation

Hopefully one of you will understand what I am trying to achieve, thankyou!

So, let’s say we’ve got a tween, the tween would be more effective on another tween if its transparency is lower, now let’s say the tween is the animation movement, is that what you mean?(I’m just trying to figure out what you want to achieve)

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Well, I don’t think there’s a way to do that at the moment, unless you script an entire new animating system, but that’s a huge projects, I’d just suggest you to make for example half-idle half-movement animations, you may want to suggest this inside the Engine Features category.

Lol, rescripting the entire animation system is what I thought the only way is too! The good side of that though is you can have a HUGE hierarchy (like the gui ZIndex instead of 4 priorities). But like you said that’s a big project and I shall suggest this inside the Engine Features category. Thankyou!

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