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BigJDTec

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Posts posted by BigJDTec

  1. I second basically everything Uberlou has said. In particular I've found myself accidentally creating new keyframes all over the place a ms or so out from the one I'm trying to edit.

    It would be nice if there was a way to copy and paste a bone and sprite group for all keyframes. Say for the instance you have a limb, you animate it perfectly then simply want a mirrored copy of that. I'm currently doing this by moving through every single keyframe copying and pasting the limb/tranforming it to mirror etc. Would be nice to have a better solution for this.

  2. Thanks 8DashP. I'll work in those changes as soon as I can. Can you tell I don't have VS installed? :)

    BigJDTec, you can check the index of the current animation (int Entity::animation) and if I remember correctly, it's safe to change it as long as it stays less than Entity::getNumAnimations(). I would like to add a better interface for that. There is not currently an easy way to see how far along the animation is, but if you look at Entity::update(), you can use some similar code to compare the current time to the time for the entire animation.

    I invite you guys to send me any suggestions for APIs like that which you would find helpful. If you write an implementation of it, that's even better! I can set you up with commit access to the repository, just send me an email. I do intend to get all the features we need in there (including texture atlas support), but it depends on how much time I'm spending on projects using SCMLpp.

    Thanks grimfang4, I've used those functions to get hold of what I needed. I'm currently writing some basic helper functions for stuff like playing a certain entities animation by name etc. I'll see how my use of the lib goes over the next week or so and then might be able to give some better feedback and hopefully code implementations.

  3. I'll let you know if any of the OpenGL stuff is worth committing. Very basic atm.

    Is there anyway in the current version to easily control which animation is currently playing or query if an animation is finished for a particular entity? Some animation state control would be extremely handy.

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