Trigger control improvement
In the control section for triggers, in layout you can drag the icons to where you want, and you can even drag one icon on top of another, but, when you press it, it still only triggers one of the icons. It would be great if you could layer icons on top of each other, and then you only have to press the one to trigger them all at once. The reason for this is because if you create a trigger group, all the actions in that group has to be the same lengh in frames, otherwise it causes bits to disappear. Sometimes you need different lenghs of animation within one trigger. For example. If a character get mad, he may pull a scrowl in 5 frames, but the smoke coming from his ears might run for 10+. I know that you can get around this by making each of them a individual trigger with the same key to trigger, but it would be great if it could work on the touch screen too.

2 comments
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Realized we didn’t get you a full answer. Got this from our lead QE:
We don’t support grouping the Controls panel tiles at this time. This user could work around this issue though by using Replays inside of a trigger.
i.e., they have a 5 frame scowl and a 3 frame smoke coming out of the ears animation they want to trigger with the M key.
• Create a trigger (name it mad)
• Assign M key
• Put a trigger for their 5 frame scowl and 3 frame smoke animation into the timeline
• Select both triggers>Create Replay and add to trigger(or whatever the name is)Does this help?
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You can drag triggers onto each other so that, when tied to a single trigger control in the Controls panel, they'd all trigger. Would that help?