Probaly a very stupid question, but I never really looked into this until now. So just want to know the mechanics of it.
This is a modified setanimkey example
How come when the line "SetAnimKey ball2,frame" is taken out, the rotation animation stops? and if I put that in, it works fine. And If I put setanimkey to ball2, shouldn't I have to addanimseq to ball2 as well?
The structure is :ball is parent to ball2 which is parent to ball3 for those who are wondering.
Thx in advance
Nack
This is a modified setanimkey example
;Create 3d animation example ;Set up a simple nice looking level Graphics3D 640,480,32,2 camera=CreateCamera() PositionEntity camera,0,20,-20 RotateEntity camera,35,0,0 light=CreateLight(2) PositionEntity light,1000,1000,-1000 ground=CreatePlane(2) EntityAlpha ground,0.5 EntityColor ground,0,0,255 mirror=CreateMirror() ;Lets make a bouncing ball that squashes on impact with the floor. ball=CreateSphere(16) EntityShininess ball,1 EntityColor ball,255,0,0 ball2=CreateSphere(2,ball) EntityShininess ball2,1 MoveEntity ball2,0,2,0 TurnEntity ball2,0,0,20 ball3=CreateSphere(2,ball2) MoveEntity ball3,0,3,0 ; Lets animate him and "record" the 3D animation for later playback bloat#=0 : flatten#=0 : ypos#=10 For frame=1 To 10 ;Drop the ball from height 10 to 2 ypos = ypos - spd# spd#=spd#+.2 PositionEntity ball,0,ypos,0 ScaleEntity ball,1+bloat,1+flatten,1+bloat TurnEntity ball2,0,0,30 ;Record the frame! SetAnimKey ball,frame SetAnimKey ball2,frame Next ;Now we need to add the frames we've just made to the sequence of "film"! seq = AddAnimSeq(ball,frame-1) ; total number of frames ;Play it back ping-pong! Animate ball,2,0.15 While Not KeyHit(1) UpdateWorld RenderWorld Flip Wend End
How come when the line "SetAnimKey ball2,frame" is taken out, the rotation animation stops? and if I put that in, it works fine. And If I put setanimkey to ball2, shouldn't I have to addanimseq to ball2 as well?
The structure is :ball is parent to ball2 which is parent to ball3 for those who are wondering.
Thx in advance
Nack