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en:orx:config:settings_structure:orxanim [2016/04/30 03:56 (8 years ago)] – Correction on properties. sausageen:orx:config:settings_structure:orxanim [2023/09/19 23:35 (6 months ago)] (current) sausage
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 === Animation Set === === Animation Set ===
  
-<code ini>[AnimationSetTemplate] +<code ini> 
-AnimationList AnimationTemplate1#AnimationTemplate2#... +[AnimationSetTemplate] 
-LinkList      LinkTemplate1#LinkTemplate2#... +Frequency     <float> 
-Frequency     = <float></code>+KeepInCache   = <bool> 
 +StartAnim     = Animation 
 +StartAnimList Animation1 # ... # AnimationN 
 +Prefix        = <string> 
 +Digits        = <int> 
 +Animation     = <string> 
 +Animation     <string> 
 +Animation     = empty 
 +Animation->   = {.!+-}Animation1 # ... # {.!+-}AnimationN
  
-=== Animation ===+</code>
  
-<code ini>[AnimationTemplate] +=== Animation and Animation<N> ===
-DefaultKeyDuration <float> +
-KeyData<N>         GraphicTemplate +
-KeyDuration<N>     <float> +
-KeyEventName<N>    <string> +
-KeyEventValue<N>   <float></code>+
  
-=== Animation link ===+<code ini> 
 +[AnimationTemplate] 
 +Texture       path/to/ImageFile.ext 
 +TextureOrigin <vector> 
 +TextureSize   <vector> 
 +Text          TextTemplate  
 +Direction     left | right | down | up # left | right | down | up 
 +FrameSize     <vector> 
 +KeyDuration   = <float> 
 + 
 +[AnimationTemplate<N>] ; eg: AnimationTemplate0003 
 +KeyEvent      = <string> 
 +TextureOrigin = <vector> 
 +TextureSize   = <vector> 
 +FrameIndex    = <int> 
 +String        = "string to display" 
 +KeyDuration   = <float> 
 + 
 +</code>
  
-<code ini>[LinkTemplate] 
-Source      = SourceAnimationTemplate 
-Destination = DestinationAnimationTemplate 
-Priority    = <int> 
-Property    = immediate | cleartarget</code> 
  
  
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 === Animation set === === Animation set ===
 +
 +<WRAP center round box 90%>
 +This ''AnimationSet'' section will become the parent of any ''Animation'' section used by it. So they will become common properties to all the animations or animation frames. Properties such as ''FrameSize'', ''Texture'', ''KeyDuration'' or ''Direction'' can be defined here.
 +</WRAP>
 +
  
 Here's a list of the available properties for an animation set: Here's a list of the available properties for an animation set:
-  * ''AnimationList'': List of all the animations (config names) that are part of this set. Up to 256 animations can be definedThis property //needs// to be defined. +  * ''Frequency'': Relative frequency to which the animations will be playedDefaults to 1.0, which means the animation will be played with the timing defined in the config
-  * ''LinkList'': List of all links ((a link is an available transition from an animation to another one)) that are part of this set. Up to 256 links can be defined. This property //needs// to be defined. +  * ''KeepInCache'': If true, the animation set will always stay in cache, even if not currently used by any objects. Can save time but costs memoryDefaults to false. 
-  * ''Frequency'': Relative frequency that will be applied to all animations of this set when they're playedIts default value is 1.0, which means the animation will be played with the timing defined in the config.+  * ''StartAnim'': Entry point of the animation graph, first animation to be played by default. If this StartAnim is defined, StartAnimList will be ignored. 
 +  * ''StartAnimList'': Multiple entry points for disjointed animation graphs. The first animation in the list will be played by default. Ignored if StartAnim is defined. 
 +  * ''Prefix'': Prefix that will used in front of all animation names and frames, ie: 0001. Defaults to empty string. 
 +  * ''Digits'': How many digits will be used for the animation frame suffixes. Defaults to 0 (ie. as many digits as needed, without any prefixed 0). 
 +  * ''Animation'': The first value, optional, defines a name for the animation config template to use, defaults to the key itselfThe second value, optional, specifies how many frames should be created: >0 => maximum frames to be loaded, -=> as many frames as can fit inside the whole texture, => as many frames as are defined in configdefaults to -1. 
 +  * ''Animation'': In this mode, separate texture files are expected for all the frames. The first value defines the animation base file name, the second one defines the file extension. 
 +  * ''Animation'': In this mode, an empty animation (with no keys) will be created. 
 +  * ''Animation->'': Defines all the possible transitions (ie. links) coming from Animation. The optional prefixes are properties for the link: . => immediate, ! => clear target, + => high priority, - => low priority. Defaults to looping onto itself if not defined.
  
 === Animation === === Animation ===
 +
 +<WRAP center round box 90%>
 +NB: Do not use manual inheritance at the section level as it will be overridden at runtime; it's parent will then become the animation set section.
 +</WRAP>
  
 Here's a list of the available properties for an animation: Here's a list of the available properties for an animation:
-  * ''DefaultKeyDuration'': Default duration for all defined keys, in secondsThis duration can be overridden locally for any defined keyBy default its value is 0.0 and needs to be defines unless every key has a local value+  * ''Texture'': path/to/ImageFile.ext See GraphicTemplate for more details on this propertyIf provided, Text property will be ignored
-  * ''KeyData<N>'': All the keys needs to be defined sequencially, starting with the ''KeyData1''No gap is allowed in the numbersFor every key, the value is the [[orxGRAPHIC]] that will be rendered when the animation cursor points on this key, when playedAt least one key (''KeyData1'') needs to be defined+  * ''TextureOrigin'': Defines the origin of the texture from which to get the framesDefaults to top left corner, ie(00, 0). Unused in the case of Text animation. 
-  * ''KeyDuration<N>'': For any key defined (with ''KeyData<N>''), a duration, in seconds, can be specified. If none is defined, the ''DefaultKeyDuration'' will be used instead+  * ''TextureSize'': Defines the size of the texture from which to get the frames. Defaults to the actual physical size of the texture. Unused in the case of Text animation
-  * ''KeyEventName<N>'': Custom events can be associated to keys in animationsThey allow to synchronize with specific part of animations+  * ''Text'': Text animations are supported provided that a Text property is defined at the animation level (hereand no Texture is defined. In this case, the animation should be defined with a value of 0 in the animation set (ie. retrieve frame data from config). 
-  * ''KeyEventValue<N>'': Optional value for an event. By default its value is 0.0.+  * ''Direction'': Defines how the frames are read inside the textureFirst value defines the direction of the rows, second one the direction of the columns. Defaults to right # down (ie. western writing direction). Examples: left|right|down|up # left|right|down|up 
 +  * ''FrameSize'': Default size of all the frames of this animation. Unused in the case of Text animationIf not defined in the case of a single frame animation, defaults to the same value as TextureSize
 +  * ''KeyDuration'': Default key duration for all the frames of this animation.
  
-Example: 
  
-<code ini>[MyAnimation] +=== Animation<N> ===
-DefaultKeyDuration 0.1 +
-KeyData1           MyGraphic1 +
-KeyData2           MyGraphic2 +
-KeyDuration2       = 0.2; <= this key will be displayed twice the time of the other keys +
-KeyData3           MyGraphic1; <Reusing the same content as for the first key +
-... +
-KeyEventName1      = SetSoundVolume +
-KeyEventValue1     = 1.0 +
-KeyEventName2      = SetSoundVolume +
-KeyEventValue2     = 0.0 +
-KeyEventName3      = Explode +
-... +
-</code>+
  
-=== Animation link ===+For example: Animation0004 or Animation0005 etc
  
-Here's a list of the available properties for an animation link: +<WRAP center round box 90%> 
-  * ''Source/Destination''Defines the source and destination animations for the link, ie. the start and end of a possible transition. These properties //need// to be defined. +NBDo not use manual inheritance at the section level as it will be overridden at runtime: its parent will then become the animation section. 
-  * ''Priority''Defines the priority of this link, rangin from 0 (lowest) to 15 (highest). Priorities are mostly used to define default transitions when no target animation is specified for the current object. By default its value is 8 which means a medium priority. +</WRAP>
-  * ''Property'': Defines the property of the link, it can either be ''immediate'', ''cleartarget''. If a link is ''immediate'' it means the transition will occur immediately instead of waiting for the end of the source animation before taking placeIf a link is ''cleartarget'' it means that it will reset object's current target animation when the link is used. By default none of these properties are defined, which means the transition will occur //after// the source animation has been completely played and won't reset object's current target.+
  
-Example+Here's a list of the available properties for an animation frame override
-<code ini>[LinkSitAnimLoop] +  * ''KeyEvent'': Optional. Defines a custom event that will be sent when this key is played. The first value is the event's name, the second one, the event's numerical value, is optional and defaults to 0.0. 
-Source      = SitAnim +  * ''TextureOrigin'': Optional. Overrides the computed origin of the frame. Only define it for manual override. If this is defined, FrameIndex will be ignored. 
-Destination = SitAnim +  * ''TextureSize'': Optional. Overrides the default size of the frame (the FrameSize attribute in the animation/Animation Set). Only define it for manual override. 
-Priority    = 15; <= this is our transition of choice if no target anim is requested, we just cycle here for ever =)+  * ''FrameIndex'': Optional. Overrides the current frame's texture origin based on the animation's FrameSize and Direction. Only define it for manual override. Ignored if TextureOrigin is defined for this frame. 
 +  * ''String'': Optional. Only used for Text animations. 
 +  * ''KeyDuration'': Optional. Overrides the default key duration of the frame. 
 +  * //Any other Graphic property like Pivot or Flip can be used here.//
  
-[LinkSitToStandUp] +Examples:
-Source      = SitAnim +
-Destination = StandUpAnim +
-Property    = immediate; <= that means we won't wait for the end of the SitAnim cycle before going to StandUpAnim+
  
-[LinkStandUpToRun] +See: [[en:tutorials:animation:animation_walkthrough|Animation Walk-through]].
-Source      = StandUpAnim +
-Destination = RunAnim</code>+
  
-Now in the code, if we're currently playing the ''SitAnim'' and we issue 
  
-<code c>orxObject_SetTargetAnim(MyHero, "RunAnim");</code>+===== General things to note on the Animation System =====
  
-MyHero will first play immediately the ''StandUpAnim'' and then go to the ''RunAnim'' without you having to wait for any animation message or anything. You can listen to the ''orxEVENT_TYPE_ANIM'' events if you still want to be notified when transitions occur.+You can listen to the ''orxEVENT_TYPE_ANIM'' events if you still want to be notified when transitions occur.
  
 Between two animations, the calculated path will take the highest priority links at each step and if two links with the same priority are found, it will then take the one that leads to the shortest path (ie. the least amount of links needed to reach destination). Between two animations, the calculated path will take the highest priority links at each step and if two links with the same priority are found, it will then take the one that leads to the shortest path (ie. the least amount of links needed to reach destination).
en/orx/config/settings_structure/orxanim.1462013777.txt.gz · Last modified: 2017/05/30 00:50 (7 years ago) (external edit)