script command for playing an animation

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script command for playing an animation // Scriptorium

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Post by trueBlue // Sep 7, 2007, 9:21pm

trueBlue
Total Posts: 1761
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I did just find this:
RsAnimClip.DisableClip(str, str, var)
RsTime.
RsAnim.

It seems to me with careful planning you should be able to play any Clips you want and I beleive Tracks are Clips. Just Disable all clips and then from script Enable the ones that you want.

Post by stan // Sep 8, 2007, 7:31am

stan
Total Posts: 1240
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Asem: Yes Widgets do not like the Middle Mouse Button/Wheel. Interferes with the Background Widget I suppose.
that's not completely true..you can use middle mouse[/wheel] on widgets .just made one that has middle mouse click to move the widget done on the sphere in the widget center..works fine..

Also accessing the eye camera is possible:

Cam = Node.SubObject("/D3DView", 0);

gets the first (and usually Only I believe) item in the D3DView. Check this forum discussion, where Dele figured this out for teleporters, etc:
frootee that is for one view only..it won't work when there are more views like in four view, then there is four sub-ojects in D3DView so it only reads the first..you need to use 0 ,1, 2, 3 depending on the view..

Post by frootee // Sep 8, 2007, 8:16am

frootee
Total Posts: 2667
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Okay. That answers my other question then, which I never asked: when will there be more than one item in D3DView? Answer: when there is more than one view.


Now it looks like with trueplay, there is always only one view, unless there is a way to create multiple windows within the same trueplay instance.


Thanks stan!


Froo

Post by Asem // Sep 8, 2007, 8:30am

Asem
Total Posts: 255
I was going to take on another aspect that is keyboard interactive since we there is a good handle on things about activated animations based on position.

I was trying to make a character move and animate by press of a keyboard button like gameplay. I have a good amount of it working but since I used a base track for a base clip it needs to be re-keyframed for each position or the character moves back to the original position though it just hit me that if I keep the base track activated and record for each frame until the animation is done for each bit of movement it may work.

In a way, it would possibly mean animated avatars.

Gonna try my idea so far when you activate the timer Crazy Bob bounces up and down and when I press 'K' on the keyboard he walks (If I release key he goes back to bouncing) though there is no smooth transition in between them but I think it can be down with transitional clips into the actual movement then making sure it stays in the animated state.

Post by frootee // Sep 8, 2007, 8:33am

frootee
Total Posts: 2667
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Sounds cool Asem!


Go for it!


Froo

Post by trueBlue // Sep 8, 2007, 8:55am

trueBlue
Total Posts: 1761
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Maybe this will help Asem:
http://forums1.caligari.com/truespace/showthread.php?t=1871&page=2 (http://forums1.caligari.com/truespace/showthread.php?t=1871&page=2)

Post by Asem // Sep 8, 2007, 9:05am

Asem
Total Posts: 255
Thanks for the link this should be very helpful.
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