SUGGESTION - Animating from any given frame

Started by Rui 'Trovatore' Pires, Sun 30/01/2005 22:15:48

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Rui 'Trovatore' Pires

How difficult would it be to set an animation to start animating from frame X instead of frame 0? Other than manually animating, of course (manually changing the frame each time) - not practical. How feasible is this to implement? I understand it wouldn't be a widely used feature, and I certainly don't find it VITAL, but if I had it right now it would help immesurably making things look smoother.

...and Strazer, please don't tell me this is already in the tracker, or I'll die of shame.  :-X
Reach for the moon. Even if you miss, you'll land among the stars.

Kneel. Now.

Never throw chicken at a Leprechaun.

Pumaman

Technically it wouldn't be very difficult to add, but the question would be where to add it. Would it be an extra optional parameter to Animate (but that already has quite a few params). Or how about a separate AnimateFromCurrent function, that didn't take a loop or a frame but animated from the current one (so you'd use LockViewFrame to set it up)?

Rui 'Trovatore' Pires

#2
How about optional to Animate? It wouldn't be all that often used, only for those picky people like me :=, and placing it optional in the last place of all the optionals might be good. Certainly looks too small to have a function of it's own.

EDIT - A counterpart to it, which could be impletemented at the same time because it's of the same nature, would be animate TO some frame, instead of animating to the LAST one. And if THIS were to be implemented, then yes, you could make a function like AnimateTo/From (though I bet AGS wouldn't like that slash :P ), methinks.

EDIT 2 - But of course that last one one also want a way to count the total number of frames in a certain loop, so as to make things neater. AND that would lead to objectising loops, or views. AND that's probably a step too far for now. So I'll just scratch these edits out.


There.
Reach for the moon. Even if you miss, you'll land among the stars.

Kneel. Now.

Never throw chicken at a Leprechaun.

Gilbert

#3
Maybe add two more options to the enum RepeatStyle ?

Like:

Ã,  eOnceFromCurrentFrame
Ã,  eRepeatFromCurrentFrame

Which would also override the loop parameter of the Animate() functions to use current loop (well if you don't have this restriction, using things like cEgo.Loop can be okay too, but if the programmers don't do this it can cause problems, for example, if a character is currently at frame 5 of loop 2, and you animate it using loop 3 which has only 3 frames it can be troublesome).
I know the names maybe a bit long but they're not used that frequently anyways so I think it's okay (moreover you have auto-completion := ).

EDIT: I just set up a tracker entry for this. Actually I think it's somehow related to this, though they're not exactly the same thing.

EDIT2: Too bad I added this to the entry already, before you crossed out the "to" part. := Nevermind anyway.

Rui 'Trovatore' Pires

Heh. As regards that second one, there is a workaround. In effect, that's EXACTLY the effect I've already managed to achieve (though not in talking, specifically), and the reason I requested what I did in the first place would be to make it even smoother - if the loop ended in a certain frame, start animating in another loop in another certain frame. Smooth goodness! ;D
Reach for the moon. Even if you miss, you'll land among the stars.

Kneel. Now.

Never throw chicken at a Leprechaun.

Pumaman

Quote from: Gilbot V7000a on Tue 01/02/2005 07:22:26
Maybe add two more options to the enum RepeatStyle ?

Like:

  eOnceFromCurrentFrame
  eRepeatFromCurrentFrame


That's not a bad idea, it would be quite a good solution.

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