This tutorial shows how to interactively control a very simple character rig using the Blender game engine. Key points – Saving short animations as actions eg a simple walk cycle Using a logic brick keyboard sensor to detect a key press Using a logic brick actuator to play an action eg walk cycle Linking them so a key press runs the walk cycle Linking the same key press to a motion actuator Creating a default, standing still action For a more advanced tutorial on controlling an armature rig go to blendercookie.com
Everything you can do with logic bricks you can do with Python and more. I have made a few tutorials using Python with the game engine, there is a bouncing ball one which might be a good place to start. Do you know about ‘states’ for grouping and displaying logic bricks in a similar way to layers grouping and displaying objects. Under ‘Controllers’ in the middle of the logic editor window there is a little ‘+’ button that when clicked displays the ‘states’ system.
Whenever I try to do anything complex, my logic brick setup starts looking like a tangled spider’s web and debugging becomes a nightmare. Is there a way to do all of the coding using only an ‘always’ sensor and a python controller? Blender’s api page for ‘game keys’ shows an example of how to do this with keyboard input, but what about everything else? (Joysticks, delay sensors, property sensors etc.) Do you know of any coding examples that do this?
Try increasing the complexity incrementally to spot the problem.
Alright, so when I use a basic animation, like a 4 key frame walk cycle, it works perfectly. But when i try to use my more complex walk cycle it doesn’t work at all. Do you know why this is??
um one thing tho does this also work with Turning your character around if you make a animation like this and walking backwards etc.??