For many situations during a game it would make animated entities more flexible and more alive, if one could switch seamless between Animate and SetAnimTime. Think also of a games start: you load 10 identical walking Entities, but using Animate make them all walk in a stupid way synchronously.
While it is easy to switch from Animate to SetAnimTime:
Animate entHandle, 2
; some code..
curtime# =AnimTime#(entHandle)
Animate entHandle, 0
SetAnimTime entHandle, curtime#
; go on later with changings through SetAnimTime...
the reverse way is not possible without a visual break in the animation, because the execution of Animate always resets the mesh to frame 0 (or better: to Animtime =0) of the selected sequence. So I would like to have another parameter in Animate: startingTime#.
While it is easy to switch from Animate to SetAnimTime:
Animate entHandle, 2
; some code..
curtime# =AnimTime#(entHandle)
Animate entHandle, 0
SetAnimTime entHandle, curtime#
; go on later with changings through SetAnimTime...
the reverse way is not possible without a visual break in the animation, because the execution of Animate always resets the mesh to frame 0 (or better: to Animtime =0) of the selected sequence. So I would like to have another parameter in Animate: startingTime#.