Animated objects – Ylands

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=Overview=
=Overview=
Animated objects are objects which can be animated using visual scripting. Object can be animated when "animated" property is checked in entity, game logic or group properties. Animation can be then applied onto selected object either by assigning appropriate game logic or by using corresponding instruction.  
Animated objects are objects which can be made to move using visual scripting. Object can be animated when "animated" option is enabled in their properties panel. Eligible objects are - entities, selected game logic and groups. Animation can be then applied onto selected object either by assigning appropriate "animator" game logic or by using corresponding instructions.  


===Note===
*Objects in a group are automatically "animation enabled" if group their is, so it is not need to set it for each individual object in the group.
*Objects in a group are automatically "animated" if their group is, so it is not neede to set it for each individual object in the group.
*Children groups of animated group will move with a parent, so they do not need to be "animation enabled". They have to only if you want to animate them independently from their parent.
*Children groups of animated group will move with a parent, so they do not need to be marked as "animated". They have to only if you want to animate them independent from their parent.


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*When animator is unassigned, the object will stop the movement in its current position. If the animator is then assigned again, the movement will reset.
*When animator is unassigned, the object will stop the movement in its current position. If the animator is then assigned again, the movement will reset.
*If object's animator is disabled, the movement will pause, if the animator is enabled again, the animation will resume from current position.  
*If object's animator is disabled, the movement will pause, when the animator is enabled again, the animation will resume from current position.  


===Animator types===
===Animator types===
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===Note===
===Note===
*Each '''object''' can have assigned '''one movement''' (position) animation and '''one rotation''' animation '''at one time'''. When new animation is assigned, the previous one stops and will be overwritten by new one. Only rotation and position animations stack together.
*Each '''object''' can have assigned '''one move''' (position) animation and '''one rotation''' animation '''at one time'''. When new animation is assigned, the previous one stops and will be overwritten by new one. Only rotation and position animations stack together.


=Animation instructions=
=Animation instructions=
Dynamic objects does not have to be animated only using animators, it can be also achieved by using specific instructions found in visual scripting. When such instruction is used on dynamic object, that object will start executing instructed movement immediately.
Objects does not have to be animated only using animators, it can be also achieved by using specific instructions found in visual scripting. When such instruction is used on animation enabled object, that object will start executing instructed movement immediately.


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===Note===
===Note===
*Animation instruction work only on "dynamic" objects (objects marked as "animated" in properties)
*These instructions work only on "animation enabled" objects (objects marked as "animated" in properties)
*Any object can have only one translation and rotation animation assigned at one time.
*Any object can have only one translation and rotation animation assigned at one time.



Revision as of 13:24, 12 June 2019

Overview

Animated objects are objects which can be made to move using visual scripting. Object can be animated when "animated" option is enabled in their properties panel. Eligible objects are - entities, selected game logic and groups. Animation can be then applied onto selected object either by assigning appropriate "animator" game logic or by using corresponding instructions.

  • Objects in a group are automatically "animation enabled" if group their is, so it is not need to set it for each individual object in the group.
  • Children groups of animated group will move with a parent, so they do not need to be "animation enabled". They have to only if you want to animate them independently from their parent.

Animator game logic

Animators are special game logic, which define a movement (translation or rotation). When an animator is assigned to a object, that object will perform that movement until the animator is either unassigned or disabled. Animators are either assigned trough object properties panel, or from script.

  • When animator is unassigned, the object will stop the movement in its current position. If the animator is then assigned again, the movement will reset.
  • If object's animator is disabled, the movement will pause, when the animator is enabled again, the animation will resume from current position.

Animator types

Animator events

  • When animator is active and "spawn events" option is enabled, the animator will generate On Animator Cycle End event at the end of each repeat.

Note

  • Each object can have assigned one move (position) animation and one rotation animation at one time. When new animation is assigned, the previous one stops and will be overwritten by new one. Only rotation and position animations stack together.

Animation instructions

Objects does not have to be animated only using animators, it can be also achieved by using specific instructions found in visual scripting. When such instruction is used on animation enabled object, that object will start executing instructed movement immediately.

Animation events

Note

  • These instructions work only on "animation enabled" objects (objects marked as "animated" in properties)
  • Any object can have only one translation and rotation animation assigned at one time.



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