Wingnut Posted February 24, 2016 Share Posted February 24, 2016 Hi guys! I decided to ask some questions about Babylon animation, per a request from a friend. Although I am not currently experimenting with animations, that does not mean others can't. In this first post, I want to ask some basic questions. (ok, maybe not THAT basic) Thanks for input/answers. Feel free to do long answers. heh. 1. No Animation can run without an Animatable? (true/false) (I realize that Animatables are often automatically-created by easy user-exposed create-an-animation functions) 2. Animation has no target / targetMesh. No Animation knows what mesh it is suppose to animate. (true/false) 3. All Animations get their target (their target mesh) from the Animatable? (t/f) 4. Animatable.appendAnimations(target, animations)... Can target be a different mesh for each call to this? (y/n) (next question is related) 5. Can a single Animatable have multiple targets? (multiple mesh, not multiple properties) (y/n) 6. Can a single Animation have multiple targets? (again, multiple mesh, not talking about multiple properties. I think .targetPropertyPath is for multi-props, maybe:) 7. Animatable.loopAnimation supersedes/overrides Animation.loopMode? 8. IF an Animation cannot run without an Animatable's target, Animation.animate(...) is not user-callable UNLESS user has somehow created an Animatable for it. Extra credit questions: (I'll gladly take answers, but I feel guilty because I should research it myself)... 9. Is Animatable.speedRatio related-to framePerSecond in new Animation(name, targetProperty, framePerSecond, dataType, loopMode)? 10. Is Animatable.speedRatio the same value as Animation.animate(delay, from, to, loop, speedRatio). Easy-read format, easy to answer, what else could anyone ask-for? Hey, thanks for helping Wingnut get his head on straight. (get his crap together). Advanced animation docs and demos... on the horizon. (yeah, right). Did you notice that Animation is not one of the Features demos on the BJS main site? Yet that feature is VERY important to the future of 3D worlds. Anyway, here is the most complicated Animation demo I ever made, and it is a fun place to experiment. aa = animatables, at = animations. Easing systems ON, for the blue cone (animation #7/7b, far-down in the code). It looks like animation7b/keys7b has quit working... or I broke it somehow. It USED-TO rotate the blue cone... with easing. It seems to have lost its rotor-motor. Related to #8, The Blax Maneuver begins at line 145. 149-150... create some Animatables. Notice 'at1' and 'at2' in arrays as the last param. I think this is because a LIST of animations can be put there. I am assuming one animatable can control many animations... but there is a only a single target in the 2nd param. So, I'll assume no multi-(mesh-) targets allowed. This begs the question... is pushing Animations into mesh.animations... necessary? Or is it simply a convenient storage place? Extra extra credit questions. Lastly, notice I did not call Animation.animate(...) in lines 155-156. I called Animation._animate(). This might be because Animation.animate() did not work in starting those animations. I can't remember. Testings allowed. Please report findings. Thanks for the answers/discussions, babbers. Everyone is welcome to comment, of course. Be well. brianzinn and Temechon 2 Quote Link to comment Share on other sites More sharing options...
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