How it works...

This recipe uses a similar concept to the one used in the Action Points - performing an action in a specified spot recipe from Chapter 5Characters Actions and Expressions. Here we've added a one-frame looped CutsceneIdle animation to the animated props (a Ball game object in our example). This makes the objects wait for the cutscene to start. Our character's cutscene animation is exported as a separate file, which enables us to set its rig to Humanoid and use it along with other animations.

Our character starts playing the animation in the same moment as the cutscene game object. This makes them synchronized.

Another important thing is that we set the Rigidbody component of our character to Is Kinematic for the time of the cutscene. This makes the animation control our character with 100 percent weight. No collisions can interrupt our character from playing the animation. After the cutscene is finished, we turn off the Is Kinematic option to make our character behave normally.

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