Changes between Version 2 and Version 3 of AnimationSync


Ignore:
Timestamp:
Apr 7, 2010, 1:07:22 PM (14 years ago)
Author:
Philip Taylor
Comment:

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  • AnimationSync

    v2 v3  
    77Typically '''gather''', '''build'''.
    88
    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).
     9The 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).
    1010
    1111A 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.
     
    1919Like the previous one, but without even the sound effect. The actor XML doesn't need to define an "event".
    2020
     21For '''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
    2123== Animation synced with gameplay ==
    2224