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In my intro animation, I have a shot of the inside of a building, noises, a crack, then the wall caves in from the outside. I have a map for the building before cave-in, and another for the cracked and rubble-strewn building post cave-in. I'm fine with noises and flashes, and even have a decent animation of pieces of concrete skittering over the floor.
The problem is, I don't want two or three transitions just hidden behind screen flashes. I want the player to see the wall cave in, then the debris stop moving and litter the ground, then the cave-in's cause to come walking in amidst the rubble.
What's the best way to do this seamlessly? I could certainly have the 'active' concrete animation just have its last 100 frames be totally still, or try to perfectly match up the end-frame of the animation and the placement of a 'rubble' object, but is there an easier way I'm not thinking of?
The problem is, I don't want two or three transitions just hidden behind screen flashes. I want the player to see the wall cave in, then the debris stop moving and litter the ground, then the cave-in's cause to come walking in amidst the rubble.
What's the best way to do this seamlessly? I could certainly have the 'active' concrete animation just have its last 100 frames be totally still, or try to perfectly match up the end-frame of the animation and the placement of a 'rubble' object, but is there an easier way I'm not thinking of?

