Hi all, I'm working on a boss and want to use timelines to map out the movement patterns but also need to synchronize this to fairly strict sprite animation rules (eg they need to play in sequence, previous animation should finish first, if something is looping it needs to hit a specific frame before transitioning to next animation etc).
I have some animations (like a 19 frame "brace for landing" sequence) that need to hit specific sprite frames at specific positions along the timeline. I know I can use timeline markers to trigger event sheet actions, but calculating the timing on a curved path is getting tricky and I have no idea if I am doing it in a reliable way.
If the boss is falling along a bezier curve. I need to trigger the brace for landing animation mid-curve so that the final frame of the animation syncs perfectly with the moment the boss hits the ground at the end of the timeline. I can work out how long the animation goes for with the frames and the frame rate and make keyframes for that specific duration, but I don't know if that will be reliable - it doesn't seem to be.
Does anyone have any tips for cleanly synchronising complex animation frames with timeline curves/movement? Are you calculating time offsets manually, could sprite framerate be locked to timeline? Or would there be another better workflow to acheive this?
Any advice appreciated!
Thanks!