Difference between revisions of "Pendulum Animation (h2)"

From The Official Visionaire Studio: Adventure Game Engine Wiki
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| Pendulum Animation Playback [loop forwards > backwards, or vice versa] (animation, Lua) || AFRLme
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| Pendulum Animation Playback (animation, lua) || AFRLme
 
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<html><img src="https://wiki.visionaire-tracker.net/images/a/a8/Pendulum_tutorial_(step_1).gif" width="100%"/></html>
 
<html><img src="https://wiki.visionaire-tracker.net/images/a/a8/Pendulum_tutorial_(step_1).gif" width="100%"/></html>
  
"animation_name" would be the name of the animation (I added a generic name to the code block). Also the number values are the amount of frames of the animation without & with the blink part of the animation. In this case frames 1-16 were the idle part of the animation & frames 17-21 was the blink part.
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Next you
  
The little script above randomly generates a number between 1 & 20 & if the number is less than 13 then it will only play the idle part of the animation but if it equals 13 or more then it will play the idle part of the animation & then the blink part of the animation. This means that there is a 7 out of 20 chance that the character will blink at the end of the idle animations loop cycle.
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[[File:pendulum_tutorial_(step_2).gif|400px]]
  
 
Pretty straightforward, no?
 
Pretty straightforward, no?

Revision as of 20:22, 5 August 2016

Name By
Pendulum Animation Playback (animation, lua) AFRLme


This tutorial shows you how to apply a pendulum effect to your animations, so that you can make them play forwards then backwards or vice versa. The idea in itself is quite simple & it only requires 2 tiny lines of Lua script, however I do believe that a pendulum animation option should be included as a standard feature in Visionaire Studio be default, so here's hoping that it gets added at some point in the future.


Tutorial

Start off by creating an animation & then you need to add all the frames that are required for playing the forward animation.

Next you

Pendulum tutorial (step 2).gif

Pretty straightforward, no?

Quick note: In Visionaire Studio we can force which animation frames of an animation can be played by defining the initial & end frame using AnimationFirstFrame & AnimationLastFrame.

Blink screen code.png

Resources

Name Description
hotspot_demo.zip A working .ved file, complete with resources. Check out the readme.txt file for instructions.