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A forum post by bleachedsmiles

So I'm using a puppet of a spider. I've an animation recorded using the possession recorder where I start at one point Infront of a door and walk down a hall. I've then reversed this recording so that face on it will look like it's moving backwards away from the player and up to the door. I've then animated using keyframes the spider crawling backwards through the door and then the door shutting. It all turned out looking pretty good. The problem is I can't get the spider to be hidden until the player walks through the trigger point to set off the first animation. Right now I have the possession recorder hooked up to a trigger and a counter full. I have the 'increase count' from the counter hooked up to the triggers detect. The spider I don't have attached to anything. When I reach the trigger all animations work fine, but before I've reached it I can still see the spider by the door. When I walk to the trigger the spider will pop Infront of me and start it's animation. If I hook the spider up to the trigger it will only show when I hit the trigger (which is what I want) but the animation of the puppet won't play...instead it will just 'glide' the path I created for it using the possession tool. And then when I reach the second trigger that starts the keyframe animation of it going through the door and door shutting, the animation is completely broken.
I've also tried attaching the spiders power to just the 'counter full', and both the 'counter full' and the 'detect' on the trigger. Animation is always left broken.

Does anybody know where I'm going wrong? I just want the spider only appearing once I've got it's trigger and the animations working correctly.

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