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Thread: Animation Editor

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    Animation Editor

    I love the revamped animation editor but the animation speed is still a part of it which you go by trial on error more than knowing exactly how to calculate the 100-100 system. The animation speed in the editor seldom matches the one at runtime.

    Though the thing which is of more concern to me is frame duration. As it is now, if I want a certain part of a characters animation to last a litte longer I have to put in more frames of that part. It would be nice if options for frame durations could be implemented into MMF2. If you've worked with ImageReady you know what I'm talking about. (frame 2 lasts for 0,5sec while frame3 lasts for 1,6sec etc)

    I don't know if it's possible to implement it, or how much work it would take. I just wanted to put it up for discussion.

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    Clicker Multimedia Fusion 2 DeveloperiOS Export Module

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    Re: Animation Editor

    You can do this manually by running a stopwatch (clock) object, and forcing the frame to the next one after the time interval required. Remember to Restore Animation Frame at the end of the animation though <img src="/center/images/graemlins/smile.gif" alt="" />

    I do this when there are several different objects animating simultaneously and they need to be in sync.

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    Re: Animation Editor

    Sorry to revive an old post, but I felt it was necessary.

    I was meaning to reply to your post but forgot about it later on (schoolwork) so I do so now instead.

    I honestly don't see how to do that. The only object I find that works like a stopwatch is the Function Eggtimer object, and I haven't used that at all. Mostly because I don't get how it works (and there's no documentation about it).

    Besides, I bet that using an object to control the animation would require a ridiculous (and totally unnecessary) amount of events. I guess that you could store the events for the animations in their respective active objects unique Behavior. But I feel that it's overly complicated. You said that you did it when things needed to be in sync. That'd probably be a bearable amount of objects and events. But imagine doing it for every animated object within the game(!)

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    Re: Animation Editor

    I don't have time to throw together an example now, but one way of making all your animations custom would be to use qualifiers and values determining the animation, like Value A determines what animation, B what speed and C what frame or something.

    But I do agree I'd like to see animations played at the speed they will play in the game...

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