Changes between Version 2 and Version 3 of AnimationSync
- Timestamp:
- Apr 7, 2010, 1:07:22 PM (14 years ago)
Legend:
- Unmodified
- Added
- Removed
- Modified
-
AnimationSync
v2 v3 7 7 Typically '''gather''', '''build'''. 8 8 9 The animation plays back at 30fps, multiplied by the "speed" factor defined in the actor XML file (1000 = original speed, 2000 = twice as fast, etc).9 The animation plays back at 30fps, multiplied by the "speed" percentage defined in the actor XML file (100 = original speed, 200 = twice as fast, etc), sometimes multiplied by a gameplay speed factor (usually 1.0, i.e. no change, but an elite unit might build a little bit faster). 10 10 11 11 A 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. … … 19 19 Like the previous one, but without even the sound effect. The actor XML doesn't need to define an "event". 20 20 21 For '''walk''' and '''run''', the gameplay speed factor is much larger than 1.0: it is equal to the movement speed of the entity, which is typically around 7.0 for walking and 12.0 for running but may vary widely for different units. This means the actor XML file must ''divide'' the speed by this factor (e.g. set speed=15 for the walk animation), so that the final multiplied speed is close to the desired animation speed. 22 21 23 == Animation synced with gameplay == 22 24