ClipSeq Commands

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Clip sequence command allows you to have all the controls for the animation clips. Such as creating a combination of motion, defining different animation clips for each move type, delay or loop animation clips.

Attribute Description Setting
TriggerClip When TriggerClip is defined, you can then create a series of animations when you press the hotkey in director mode. If none of the TriggerClip is been defined, then all the animation clips will happen at the same time.

Clip ID Clip Name Trigger Clip
0 Jump  
1 Punch 0
2 Run 1

Note: The TriggerClip number specifies the ClipID to be played right after the end of the clip of which the ClipID equals to this number. E.g. when you want Punch clip to play after the Jump clip, input the ClipID of the Jump in the Punch Trigger Clip field.

Image:kane_sequence.gif

When you press the hotkey ID in director mode for this command you can play Jump > Punch > Run in a sequence.
Data Type: ID
Default: No Trigger Clip
State (Only Move Command) In Move Command, you can define a unique movement animation for each move state.
E.g. motorcycle contains various movements: accelerate, decelerate and left/right turn.

Straight, by creating animation clips that is moving forward steadily.

Accelerate, by creating animation clips that is from slow to fast.

Decelerate, by creating animation clips that is from fast to slow.

Break, by creating animation clips that is in stop motion.

LeftTurn, by creating animation clips that is going straight and slowly turns left.

RightTurn, by creating animation clips that is going straight and slowly turns right.

UpTurn, by creating animation clips that is going straight and turns up.

DownTurn, by creating animation clips that is going straight and turns down.

FullStop is assigned; it stops all the clips from playing. Whereas from any other states, full stop does not need any animation clips. It's highly recommanded to include FullStop state when using particle clip and visible clip under Move command.

Data Type: ENUM
Default: Straight
Delay Delay defines the clip's delay length after its been triggered. (sec) Data Type: INT
Default:0
Max: inf.
Min: 0
Loop When you set a clip with "0" it plays infinitely. Whereas that when you set number 1 and up, it plays by the loop number you set in this field. Data Type: FLOAT
Default: 0
Max: inf.
Min: 0

Reference Tutorial: Motorcycle Avatar Perform Prop Perform and Grab and Drop