Hi,
Sorry for late reply, my notifications were turned off for some reason.
So how it works is:
1) Start pickup animation
2) On a timed delay, it starts the FinalIK interaction. The delay is hard coded to match when the animation is almost in the right place, I could instead just start the interaction immediately and have weight 0 for a certain length of time instead. It's just evolved this way, and I don't want to fix what isn't broken :).
3) The FinalIK interaction has a weight graph, this also dictates how long the interaction takes. I have timed it so it matches the animation length (or longer probably)
4) In code I can check if the interaction is complete, since it's the same length as the animation, then I know the animation is complete too (I use interactionSystem.IsInInteraction (FullBodyBipedEffector.RightHand) to check if it's still interacting)
EpicShaile
Matthew joined
My name is Matt, I live in England and I started out making Flash games in 2005. A friend and I started rustyarcade, which is a Flash game site. We made many independent games as a hobby and reached millions of players across the globe. In 2007 I went into programming full time and worked for many companies doing everything from new media advertising to online gambling. After I 'earned my stripes' as a professional programmer, I decided it was time to take the plunge and go it alone! In 2014 I started Epic Industries Ltd. I am the CEO and also the janitor, since it's a company of one! Although I still do consultancy work from time to time to pay the bills, my main focus and goal is to build an independent game studio making fun, creative games like I did back in my early days.