Penguin Action Toolkit
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      • Practice 1.1 & Ex: Grant Tag Mod
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  • Goal
  • Using Timing Attribute
  • Remove Idle & Chain 1 From Main Tags
  • Add Grant Tag Mod to Attack1
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Practice 1.1 & Ex: Grant Tag Mod

PreviousStep 5: State ModifiersNextStep 6: Animation Montage

Last updated 6 months ago

Goal

  • Solve weird transition between Attack1 & Attack2


Using Timing Attribute

We don't want to have Chain 1 in Tag Container during the entire Attack1 state. It should make sense for the animation. If you don't want Attack2 to be triggered before the slashing part of Attack1's animation ends even if you pressed attack, the Chain 1 Tag should only exist for a specific time interval. This is what State Modifiers are designed to handle.

Remove Idle & Chain 1 From Main Tags

First, let's reset the Main Tag in Attack2 back to Attack:

Add Grant Tag Mod to Attack1

Grant Tag Mod extends from the base class of State Modifier. It can add a tag inside Grant Tags at the Begin Time / Index and remove it at End Time / Index.

Two Grant Tag Mods should be added to Attack1 for Idle and Chain1. Idle Tag is already provided, you may add Chain 1 on your own.

  • Idle Tag The Idle tag should exist in the entire Attack1 state, so the time attribute should be set to begin at 0 and end at -1 to cover the entire Action State.

Chain1 Tag The Chain1 tag should only exist for after the slashing animation ends. You can use either By Time in State Mode or By Animation Event Mode to achieve this. You can find more details about Timing Attribute in page . In the next Steps, we will talk about how animations are connected to Action States, and how they are used to trigger State Modifiers using By Animation Event Mode.

Timing Attribute
Idle & Chain 1 removed
Add Chain 1