k, you can very easily play an animation from any point on to the end. Like a 10 second animation, you could start it playing at 5seconds instead of starting at 0 seconds.
you do it like this in the events + field.
Example:
UnitBirth.KerriganQueenofBlades
AnimPlay X Unburrow
AnimPlay
AnimName X
AnimSetTime X 0.5
Now, when Kerrigan is "birthed" on the map, she plays the Unburrow animation, but your second event starts it at 0.5 second into the animation... basically she looks like she will jump slightly and slightly extend her wings... you won't see her unburrow or anything.
If you want to freeze an animation at a certain frame, you would just add the following event.
AnimPlay
AnimName X
AnimSetPaused X
If you only have a few events for your actor, you probably won't need the AnimName terms, but if you have alot of AnimPlay events, you will likely need it.
The backwards animations is very limited. Someone got it to work, using triggers, and it only worked with Dark Templar death... so basically, it cannot be done using just the data editor.
To slow down/speed up animation times is very possible mid animation, using the data editor, and again, Actor Events+.
AnimPlay
AnimName X
AnimSetTimeScale X (enter seconds).
1.0 = normal speed.
0.5 = half speed.
I'm sure you can calculate the rest on your own.
So, a 10 second animation at 0.5 speed would take 20 seconds to complete, and an 10 second animation at 1.5 speed would take 6.666~ seconds to complete.
If you want your animation to play at 100% speed for 5 seconds, then slow down to 50% for the last 5 seconds, you would do the following.
UnitBirth.Z
AnimPlay X Morph
AnimPlay
AnimName X
TimerSet A 5 seconds
TimerExpired
TimerName A
AnimSetTimeScale X 0.5
First 5 seconds at 100% speed, last 5 seconds at 50% speed.
Start an animation playing from a specific frame on to the end? And if so from the data editor?
I noticed there were 2 posts about playing animations backwards, can this be done via data editor?
slow down and speed back up an animation on the fly while being executed? And from the data editor?
All of this is doable in data using actor events. However the play backwards would be a HUGE nuisance to create in pure data. It works by setting the completion of the animation backwards every 0.x seconds; depending on the duration of the animation, this is a LOT of actor events to add.
If you need this, I recommend using triggers.
The other 2 are perfectly fine to do in pure data, though, BorgDragon's post contains the essential parts.
@b8factor: Go
Here you go. 4 Command Centers in the map, 4 buttons, 3 of which morph from CC to PF. 1 button takes the full 33 seconds to morph from CC to PF. 1 button only takes 16.5 seconds to morph from CC to PF. 1 button starts the animation at 25 seconds in, meaning there's only 8 seconds left in the animation. 1 button to "clear" the animations.
Hope that answers the question you PMed me.
2 Actor events for CC to PF (33 seconds)
3 Actor events for CC to PF (8seconds)
3 Actor events for CC to PF (16.5 seconds).
They are labeled quite clearly, at the bottom of the Actor (Test Command)
Actor events enable all of this in data. However, creating the playback in pure data would be a HUGE hassle. Every 0.x seconds, the conclusion of the animation is set backwards; depending on how long the animation is, this requires adding a LOT of actor events. I suggest utilising triggers if you require this.
Although BorgDragon's post has the necessary components for the other 2 tasks, doing them in pure data is perfectly acceptable.
If you're looking for Expert Logo Designers, I recommend considering The Web Factory.
Rollback Post to RevisionRollBack
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I searched around for this and did not have much luck but is it possible to
-B8
@b8factor: Go
k, you can very easily play an animation from any point on to the end. Like a 10 second animation, you could start it playing at 5seconds instead of starting at 0 seconds.
you do it like this in the events + field.
Example:
Now, when Kerrigan is "birthed" on the map, she plays the Unburrow animation, but your second event starts it at 0.5 second into the animation... basically she looks like she will jump slightly and slightly extend her wings... you won't see her unburrow or anything.
If you want to freeze an animation at a certain frame, you would just add the following event.
If you only have a few events for your actor, you probably won't need the AnimName terms, but if you have alot of AnimPlay events, you will likely need it.
The backwards animations is very limited. Someone got it to work, using triggers, and it only worked with Dark Templar death... so basically, it cannot be done using just the data editor.
To slow down/speed up animation times is very possible mid animation, using the data editor, and again, Actor Events+.
1.0 = normal speed.
0.5 = half speed.
I'm sure you can calculate the rest on your own.
So, a 10 second animation at 0.5 speed would take 20 seconds to complete, and an 10 second animation at 1.5 speed would take 6.666~ seconds to complete.
If you want your animation to play at 100% speed for 5 seconds, then slow down to 50% for the last 5 seconds, you would do the following.
First 5 seconds at 100% speed, last 5 seconds at 50% speed.
I hope that helps!
All of this is doable in data using actor events. However the play backwards would be a HUGE nuisance to create in pure data. It works by setting the completion of the animation backwards every 0.x seconds; depending on the duration of the animation, this is a LOT of actor events to add.
If you need this, I recommend using triggers.
The other 2 are perfectly fine to do in pure data, though, BorgDragon's post contains the essential parts.
@b8factor: Go Here you go. 4 Command Centers in the map, 4 buttons, 3 of which morph from CC to PF. 1 button takes the full 33 seconds to morph from CC to PF. 1 button only takes 16.5 seconds to morph from CC to PF. 1 button starts the animation at 25 seconds in, meaning there's only 8 seconds left in the animation. 1 button to "clear" the animations.
Hope that answers the question you PMed me.
They are labeled quite clearly, at the bottom of the Actor (Test Command)
Actor events enable all of this in data. However, creating the playback in pure data would be a HUGE hassle. Every 0.x seconds, the conclusion of the animation is set backwards; depending on how long the animation is, this requires adding a LOT of actor events.
I suggest utilising triggers if you require this.
Although BorgDragon's post has the necessary components for the other 2 tasks, doing them in pure data is perfectly acceptable.
If you're looking for Expert Logo Designers, I recommend considering The Web Factory.