Techeable Jul 20, 2014 @ 5:38am
Set visibility of a model by keyframe?
Hello there!
I have a pretty stupid (i think) problem since I couldn't find ANYTHING on the Internet regarding this; I'm trying to make a rebel shoot a rocket from his RPG, now I don't know how to make the rocket "invisbile" before he shoots and then "visible" after; I already have a solution in mind, blade the shot in two parts at the moment the rebel shoots and delete the rocket in the first part, but I'm wondering if there's another solution to this problem, like a keyframe to set the model visible/invisible, any ideas?
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raptornx01 Jul 20, 2014 @ 5:45am 
apply override material. go into the element veiwer, expand the loist at the bottom marked materials. right click select add attribute, then float, then type in $alpha.

after that, right click the material and create animationset for element.
Vintage Jul 20, 2014 @ 5:49am 
You could also add a scale lock to the rocket bone, and make it have a scale of 0 to make it invisible.
R234 Jul 20, 2014 @ 8:58am 
... Or place it off screen then teleport it to the Rocket Launcher's barrel. Same results, much simpler.
Vintage Jul 20, 2014 @ 9:05am 
Actually, I believe the scale thing is the simplest thing to do.
R234 Jul 20, 2014 @ 9:13am 
Hm... maybe, guess I'm just used to the other one :P
Vintage Jul 20, 2014 @ 9:16am 
Yeah. There was that "pre-scale" era, where you are from.
So am I, but I like the scaly method more, though.
raptornx01 Jul 20, 2014 @ 9:40pm 
Overrides are the future.
Vintage Jul 21, 2014 @ 12:42am 
Okay. Then show me how to make an Eyes shader material invisible through override materials. $alpha? No. $cloakfactor? Eyes isn't VertexLitGeneric nor EyesRefract, so $cloakpassenabled isn't available.
raptornx01 Jul 21, 2014 @ 3:15am 
I did it by changing "eyes" to vertextlitgeneric for the middle eye size ^_^
Vintage Jul 21, 2014 @ 3:30am 
Yeah. There's just this thing that VertexLitGeneric is not an eye shader, so the eye flex sliders don't manipulate it.
ClinterinoM0 | C: Jul 21, 2014 @ 4:04am 
I usually don't like scaling and I'd rather hide it behind one of the scene assets, most usually behind the character firing the rocket. Doing so minimizes interference with motion blur. Otherwise, I would go the blading way, which causes no interference at all.
raptornx01 Jul 21, 2014 @ 6:05am 
Originally posted by Vintage:
Yeah. There's just this thing that VertexLitGeneric is not an eye shader, so the eye flex sliders don't manipulate it.

Oh, I know, actually for me it turned the eye white. which is why i chose a separate eye skin.
Techeable Jul 21, 2014 @ 6:25pm 
Thanks to all guys for the suggestions!
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Date Posted: Jul 20, 2014 @ 5:38am
Posts: 13