Command animations
Blitz3D Forums/Blitz3D Programming/Command animations
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I have an issue, I have two animations one run and another to walk, do not know how to change animations smoothly and not be seen to be jumping each other, another thing is that I find the shape of these animations change when I press a key, then use KeyDown (W%) and the animation is skipped over and over again. |
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to blend animations, just add a "smooth value" on the last parameters eg : Animate MyEntity,3, 1.0, Sequence, 10.0 (where @Sequence is the loaded/extracted animseq -> or "0" for the full internal animation of the mesh) to answer your second question, use a key to test if animation has been started If KeyDown(MyKey) If KeyAnim = 0 ; loop the Run sequence and animate the entity Animate MyEntity, 1, 1.0, RunAnim, 10.0 KeyAnim = 1 endif Else If KeyAnim = 1 KeyAnim = 0 ; stop the animation if animating ; modify this part if you want to blend with a standbye ; animation or else ; -> simply replace Animate parameters to fit your needs if Animating(MyEntity) Animate MyEntity, 0 endif EndIf Endif (coded on the fly, not tested, should probably work, but may contain mistakes) Last edited 2012 |