So say I want to animate an objects scale(float) between current and target, how can I do that?
More specifically, using one action:
1)Right click the float you want to change in the inspector
2)Link it to this new action in the editor
3)At runtime it stores the current value of that float
4)You set whether you want to add/divide/subtract/multiply by a value/variable or set it explicitly.
5)Also with the option to animate it with a graph that has Time and Value.
6)Have an option to return it to the default value.
Kind of a generic tween action that can link to any float by either a right click link to sort of thing or a drag n drop and gives the option to use a graph for animation over time.
I'm making some 3d gui stuff with ragespline and the states are just getting really cluttered with so many actions to animate the holographic parts floating around, spinning and moving and I'm not even doing much ease animation yet so I'm starting to find a need to condense the actions.
What would be even better is to have an action that just stores the transformation that you did in the scene view, so you toggle it (like the lock button) and move/rotate/scale the object in the scene view and it stores all that data in the action as a "do", then you just specify the curve type and time to do it. If you've done any animation in 3ds max this is second nature, super fast and works very consistently, you just enable animation mode, manipulate your object over n frames and watch it do it. The difference would just be that in PM you run an action.