lucid Posted November 16, 2015 Author Report Share Posted November 16, 2015 Added functions startResumePlayback(), and pausePlayback(). Now playback automatically pauses after a non-looping animation completes, and resumes whenever you setCurrentAnimation(). Completed bone debug display, and added an example. Since bones aren't normally in the zOrder where rendering is done Settings::enableDebugBones must be true when creating a new instance for them to work. Then (as with renderDebugPoints and renderDebugBoxes), Settings::renderDebugBones must be true when you want to see them . Added some convenience functions to check the value of a variable without having to retrieve it in a separate step. getStringValue, getIntValue, and getRealValue. Specify either the objectName and a variableName to retrieve the value from an object, or just the variableName to retrieve it from that entity. Attempting to retrieve a value that isn't there will just return 0 or an empty string, and output an error if you have an error callback set. Completed animation blending. To use this just setCurrentAnimation(animationName, blendTimeInMilliseconds). This does work with sub-entities as well, so if you have the same sub-entity on both animations, with a different sub-entity animation on each, those sub-entity animations will also blend. Also, the elapsed time ratio is also blended. What this means is that if you have two animations, for instance a 4 second walk loop, and a 2 second run loop, and each has the same foot forward first, it will sync correctly, and the animation will appear to slow down as it blends towards walk, or speed up as it blends towards run, rather than speed up the walk, or slow down the run to keep them the same length. Please let me know if you run into any issues. Quote Link to comment Share on other sites More sharing options...
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