

Googling tutorials for its correct usage will probably help you more than me trying to sound like I still know what I'm talking about :p. In addition, I find that documentations are helpful as a secondary resource and for writing correct syntaxs. The issue seems easy enough, did I actually address you concerns? Just make sure that the animation from the first key pose to the cum animation animates smoothly. This ensures that the animation completes its loop before transitioning to the next preventing the cumming animation from playing prematurely. ELSE loop back one frame after the key pose and start the loop over. IF button press = true then goto and play cum animation. There is an if conditional controlling the loop at this point. Key pose of the cock out which is the same pose as the first key pose First key pose with the cock out in anticipation for penetration

There is a function that checks for button press at the beginning of every frame. This is what I see happening on your example. Keep in mind that I'm not up to speed on AC anymore so I'll just explain it in general terms. >tried to do html5 but it seems so overwhelming, so I decide to do something "basically easier". I tried to achieve this timeline manipulation with no success. Notice that by clicking the screen when they fuck, it still play the remaining fuck frames to complete the loop and finally it start the cum frames.

Maybe I should attached the example beforehand, so here goes: I use the controller to extrapolate the values between where the animation from scene A leaves off and where scene B begins and spread it between a certain number of inbetween frames. As I've said the animation is within a movieclip timeline. When released, that value decreases and stops as it reaches zero. When pressed, the controller gotoandstops the movieclip timeline incrementally dependent on a defined variable. >a keylistener/onmousedown waiting for the player input. When released, that value decreases and stops as it reaches zero.Īs far as blending the stages. As mentioned before, the animation is stopped because there is a script controlling the playback a keylistener/onmousedown waiting for the player input. What happened to the reverse direction? That is how playing the animation from frame 100-0 comes in. The animation is not a complete loop so from frame 0-100 the action is only going on a forward direction.
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