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Reversing and Speed Ramping sprite animations on timeline...

Discussion in 'Timeline' started by drylightn, Jul 13, 2017.

  1. drylightn

    drylightn

    Joined:
    Oct 21, 2014
    Posts:
    8
    Hi everyone! I'm trying to use the new Timeline editor/window in Unity to animate some sprites on the screen. For example I have a ant sprite that is a looping walk cycle. But I want it to walk so far into the scene, then turn around and back out of the scene, using the reverse walk cycle. Is there a way I can reverse the sprite animation clip in the timeline editor? Using Unity 2017.1.0f3
    thanks
    Chad
     
  2. drylightn

    drylightn

    Joined:
    Oct 21, 2014
    Posts:
    8
    Oh and is there a way to speed ramp the speed of the sprite animation to slow it down, speed it up?
     
  3. thierry_unity

    thierry_unity

    Joined:
    Jun 10, 2015
    Posts:
    187
    Hi @drylightn

    1 - The way I think you could achieve the walk animation, is to record the character moving and once you want it to go back, simply record a rotation of 180 and record the movement of return
    here is a gif example of what I meant:
    2dwalk.gif

    2 - You can speed up or slow down animations using the speed multiplayer in the inspector (when your clip is selected) or right clicking on the clip itself
    2017-07-13_9-37-52.png
     
  4. drylightn

    drylightn

    Joined:
    Oct 21, 2014
    Posts:
    8
    Thanks for the input @thierry_unity ! However, couple of things that might complicate your suggestions:
    1. I'm using a sprite animation for the walk cycle, and then translating the sprite around the scene in unity. So what I need to happen is the ant to walk into the scene, pause, then back up/walk backwards out of the scene. He doesn't turn around. So i'd need to have the sprite animation play backwards somehow? I can't just turn him around.
    2. For the speed suggestions, that is a global thing across the clip right? What I'm looking for is a way to have my sprite animations play a normal speed, then play at double speed, then back to normal speed, and smoothly transition (as much as I can with a sprite sequence) between them.
    Hopefully that helps explain more specifically what I'm looking to do.