Thanks for confiming that I'm not going nuts
That is what I concluded was happening too. The funny thing is when I export the same model to Unity I can have both doors open at the same time. The thing is in Unity the commands call each door independently, whereas in Iclone, as you say, the animations are essentially on the same animation timeline, whereas in Unity they are called from code not a timeline. When (if) we ever get lua scripting to control props this would overcome this limitation.
Your example has SubProps. But I am afraid it still may not work.
Interestingly, the solution is quite simple. You need RL's small attention.
A single timeline would work. But we need to tell the target where to stop. that means we need to define the Start and End Point of a clip. We do it often in interactive 3D when we export the 3dx MAX animations, we take a single timeline, but define the CLIPS independently by defining the Start and end points, then call the clips by Name. Something Like "On Click on Right Door" call the clip "OPEN RIGHT DOOR". Some people use a simple TXT or INI file to store these clipStart and clipEnd values.
"OPEN RIGHT DOOR", 1,250
"OPEN LEFT DOOR", 251,500
"OPEN BOTH DOORS", 501,1000
In 3dx, RL must allow the user to break a single animation into "virtual segments" and create independent Morph / animations / Clips, then allow the user to call them by name through right click in ICLONE.
May be ICLONE AML / Lua has this interactive support. Somebody got to do the exploration. But it would be nicer if RL allows all "Morphs with Slider" and "Animation Virtual Clips" through Right Click inside ICLONE.
Here perhaps you can do with 4 independent FBX, one extra for all doors closed.
2 Years Ago by