Changes between Version 1 and Version 2 of AnimationSync


Ignore:
Timestamp:
Apr 7, 2010, 12:37:51 PM (14 years ago)
Author:
Philip Taylor
Comment:

--

Legend:

Unmodified
Added
Removed
Modified
  • AnimationSync

    v1 v2  
    99The animation plays back at 30fps, multiplied by the "speed" factor defined in the actor XML file (1000 = original speed, 2000 = twice as fast, etc).
    1010
    11 A sound effect plays at the "event" point defined in the actor XML file (0.0 = at the start of the animation cycle, 0.5 = in the middle, etc) - this should be the point where the axe/hammer/etc hits the tree/building/etc.
     11A sound effect plays at the "event" point defined in the actor XML file (a fraction through the animation: 0.0 = at the start of the animation, 0.5 = in the middle, 1.0 = at the end, etc) - this should be the point where the axe/hammer/etc hits the tree/building/etc.
    1212
    13 The animation speed is completely unrelated to the gameplay - the unit will gather/build/etc at a constant rate regardless of the animation, so the rates can be tweaked independently.
     13The animation speed is completely unrelated to the gameplay - the unit will gather/build/etc at a constant rate regardless of the animation, so the rates can be tweaked independently. The animation loops when it reaches the end.
    1414
    1515== Animation synced with nothing ==
     
    2525The gameplay code determines how long the animation will take (e.g. if an archer shoots every 2 seconds, its attack animation will be stretched or squashed to take exactly 2 seconds). The speed defined in the actor XML is completely ignored. The animation playback is offset so that the gameplay event (e.g. the projectile launch) occurs precisely at the "event" point during the animation. The entity definition and animation file need to be carefully coordinated so the speed and offset looks good.
    2626
    27 A sound effect plays at "event", as before. Also, if there is an ammunition prop then it is hidden at the "event" point, and made visible again at the "load" point (also defined in the actor XML). An ammunition prop is one that's attached to a prop point called ''loaded-r_hand'' (or ''loaded-'' with any other valid prop point instead of ''r_hand''). It doesn't matter if "load" comes before or after "event". This should be used for units that release a projectile, and then load a new one during their animation cycle.
     27A sound effect plays at "event", as before. Also, if there is an ammunition prop then it is hidden at the "event" point, and made visible again at the "load" point (a fraction through the animation, defined in the actor XML). An ammunition prop is one that's attached to a prop point called ''loaded-r_hand'' (or ''loaded-'' with any other valid prop point instead of ''r_hand''). It doesn't matter if "load" comes before or after "event". This should be used for units that release a projectile, and then load a new one during their animation cycle.