Arbitrarily triggering a ShapeBase animation from script?
by Bryan "daerid" Ross · in Torque Game Engine · 05/14/2002 (8:49 pm) · 3 replies
How would you do it?
The animation code is so friggin complex I get a headache just looking at it :\
The animation code is so friggin complex I get a headache just looking at it :\
#2
IE, I have a model with animations in it, named
Ambient
Run
Boost
etc.
Ambient is probably set to cyclic, complete cycle.
05/15/2002 (2:08 am)
How about calling an anim by thread name.IE, I have a model with animations in it, named
Ambient
Run
Boost
etc.
Ambient is probably set to cyclic, complete cycle.
#3
05/15/2002 (1:08 pm)
kewl. this isn't necessarily a repeating animation. more like I need to trigger a one time animation when an explosive arms itself, and I need to controll all that via script.
Torque Owner Badguy
this is different for different situations ..
the question is very vague.
this will work for a simple object with simple animation needs (looping continous)
if what we are talking about is something more complex then more needs to be specified on your part ..
otherwise this should suffice.