I am currently assisting on a project that requires a specific animation for one of the building models.
The design doc calls for a single unique animation to be played throughout the build cycle (non-looping).
Is it possible to adjust the speed at which the animation plays via data (actor maybe)? Looking for solutions that allow
the animation to be adjusted dynamically to avoid having to do a 1-to-1 with the ingame build time.
Any feedback regarding the issue would be appreciated.
Thank you.
Yes. As part of playing any animation, in the actor messages, there is a dropdown for setting the time scale. It can scale 4 ways (this is off memory, don't remember the precise names)
1) No Scaling. Pretty self explantory
2) Scaling locally. This will scale the animation, with no regard to the global animation scale
3) Scale normally. This WILL use global animation scaling. So if you scale it to 2x, and the global animation scaling is 2x, your animation would play 4x as fast
4) Scale to duration. This dynamically forces the scaling to match the duration you specify. So if the animation was 5 seconds long, and you set the duration to 10 seconds, it would apply a 0.5x scaling to make it happen.
When playing an animation, it requires a name be set for the playback, so it can be identified for stopping it, and this same method is used to send set animation scale messages, that can update the scaling at any time.
Hello,
I am currently assisting on a project that requires a specific animation for one of the building models. The design doc calls for a single unique animation to be played throughout the build cycle (non-looping).
Is it possible to adjust the speed at which the animation plays via data (actor maybe)? Looking for solutions that allow the animation to be adjusted dynamically to avoid having to do a 1-to-1 with the ingame build time.
Any feedback regarding the issue would be appreciated. Thank you.
Formally Kinkycactus
Yes. As part of playing any animation, in the actor messages, there is a dropdown for setting the time scale. It can scale 4 ways (this is off memory, don't remember the precise names)
1) No Scaling. Pretty self explantory
2) Scaling locally. This will scale the animation, with no regard to the global animation scale
3) Scale normally. This WILL use global animation scaling. So if you scale it to 2x, and the global animation scaling is 2x, your animation would play 4x as fast
4) Scale to duration. This dynamically forces the scaling to match the duration you specify. So if the animation was 5 seconds long, and you set the duration to 10 seconds, it would apply a 0.5x scaling to make it happen.
When playing an animation, it requires a name be set for the playback, so it can be identified for stopping it, and this same method is used to send set animation scale messages, that can update the scaling at any time.
@ArcaneDurandel: Go
Awesome! Thank you for this information.
Formally Kinkycactus