Source Filmmaker

Source Filmmaker

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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Beiträge 113 von 13
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.
Zappy 20. Juli 2014 um 5:49 
You could also add a scale lock to the rocket bone, and make it have a scale of 0 to make it invisible.
R234 20. Juli 2014 um 8:58 
... Or place it off screen then teleport it to the Rocket Launcher's barrel. Same results, much simpler.
Zappy 20. Juli 2014 um 9:05 
Actually, I believe the scale thing is the simplest thing to do.
R234 20. Juli 2014 um 9:13 
Hm... maybe, guess I'm just used to the other one :P
Zappy 20. Juli 2014 um 9:16 
Yeah. There was that "pre-scale" era, where you are from.
So am I, but I like the scaly method more, though.
Overrides are the future.
Zappy 21. Juli 2014 um 0:42 
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.
I did it by changing "eyes" to vertextlitgeneric for the middle eye size ^_^
Zappy 21. Juli 2014 um 3:30 
Yeah. There's just this thing that VertexLitGeneric is not an eye shader, so the eye flex sliders don't manipulate it.
Bop 21. Juli 2014 um 4:04 
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.
Ursprünglich geschrieben von 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.
Thanks to all guys for the suggestions!
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Beiträge 113 von 13
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Geschrieben am: 20. Juli 2014 um 5:38
Beiträge: 13