AnimControl – one for many objects

Yeah – thanks nehon! Will definitely use this.



If I create two different chest armour, I will still have to give it a skeleton, and import the .skeleton.xml file, right?



EDIT: What if I want to attack (animation 1) while running (animation 2)? Wouldn’t I have to have two AnimControls?

AD skeleton:

you use 3D Max? or Blender?

in blender propably it need only Vertex Groups, but its not hard to import skeleton :slight_smile:





AD edit:

you have AnimChannels to split it(it don’t need more animChannels - i tested)



i have actually:

[java] Set<String> torso = new HashSet<String>();

torso.add(“torso”);

Set<String> head = new HashSet<String>();

torso.add(“head”);

Set<String> topBones = new HashSet<String>();

topBones.add(“neck”);

topBones.add(“shoulder_left”);

topBones.add(“arm_left”);

topBones.add(“armend_left”);

topBones.add(“thumb_left”);

topBones.add(“thumbend_left”);

topBones.add(“hand_left”);

topBones.add(“finger_left”);

topBones.add(“shoulder_right”);

topBones.add(“arm_right”);

topBones.add(“armend_right”);

topBones.add(“thumb_right”);

topBones.add(“thumbend_right”);

topBones.add(“hand_right”);

topBones.add(“finger_right”);

Set<String> bottomBones = new HashSet<String>();

bottomBones.add(“Parent”);

bottomBones.add(“belt”);

bottomBones.add(“leg_left”);

bottomBones.add(“leg_right”);

bottomBones.add(“legend_left”);

bottomBones.add(“legend_right”);

bottomBones.add(“feetfront_left”);

bottomBones.add(“feetfront_right”);

bottomBones.add(“feetback_left”);

bottomBones.add(“feetback_right”);

setChannelBones(topBones, 0);

setChannelBones(bottomBones, 1);

setChannelBones(torso, 2);

setChannelBones(head, 3);

setAnim(“idle0”, LoopMode.Loop, 0, idleSpeed, 0);

setAnim(“idle0”, LoopMode.Loop, 1, idleSpeed, 0);

setAnim(“idle0”, LoopMode.Loop, 0, idleSpeed, 0);

setAnim(“idle0”, LoopMode.Loop, 1, idleSpeed, 0);[/java]



each set is other AnimChannel. - and it work perfect.



you can set time(not speed) of animation, so it will be synchronized(when you want change animation to runTop after attackTop and to be synchronized with runBottom) :slight_smile:

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