Difference between revisions of "Saving Object Animations' States"

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8)The name of the avatar animation (DoorButtonTouch)
 
8)The name of the avatar animation (DoorButtonTouch)
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.... here are the alcscript sections for the various objects.  
 
.... here are the alcscript sections for the various objects.  
  
(You can see that the saving of the door's state is done in the "actions" section of the door button.)
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(You can see that the saving of the door's state is done in the "actions" section of the door button. I have included the other sections for reference purposes)
  
  

Revision as of 07:27, 23 July 2008

With the introduction of the 1.5.0. plugin, Object animations can be done using the IPO curve editor in Blender.


This means that animations (such as opening a door) can now be made WITHOUT coding the door's movement using a python file.


However, although the POSITION of your animated object WILL be saved into the .sav file, when you leave your Age, the "state" of your animated object (e.g. if a door is "open" or "closed") is NOT remembered in the .sav file, and this may cause your animation to "glitch" if you re-enter your age and then re-animate the object (e.g. click the door button again to close an open door).


This can be avoided by using "built in" python files (Cyan's) and an SDL variable.

You will also need a 'simple' python file for your Age (YourAge.py) to enable the SDL file, and, of course, an SDL file (YourAge.sdl)


Below is an example of the Alcscript you could use to call the Cyan python files to write the SDL variable and thereby save the STATE of your object.

This example uses a synchronised avatar animation and several (synchronised) sound emitters to create an (animated) "push" button that opens (and closes) a door.

You will see that in the Alcscript there are TWO responders - one for opening the door, and one to close the door.

This is important! (and DIFFERENT from the example animation in the AnimTest.Age in the previous Wiki article)


All objects used in the following script are as follows:

1)The door button (SWDoorButton)

2)The clickable region (Doorswing)

3)The door (Door1)

4)Sound emitter for the BUTTON (emit_swdoorbutton)

5)Sound emitter for the door OPENING sound (emit_swingdoorOpen)

6)Sound emitter for the door CLOSING sound (emit_swingdoorClos)

7)The "empty" for the avatar animation point (DoorButtonOneshot)

8)The name of the avatar animation (DoorButtonTouch)



.... here are the alcscript sections for the various objects.

(You can see that the saving of the door's state is done in the "actions" section of the door button. I have included the other sections for reference purposes)



SWDoorButton:

   animations:
       - name: SWdoorbuttonclick
         autostart: 0
         loop: 0
   logic:
       modifiers:
         - tag: AutoClick
           cursor: poised
           flags:
             - localelement
           activators:
             - type: objectinvolume
               remote: Doorswing
               triggers:
                 - any
           conditions:
             - type: activator
               activators:
                 - type: picking
             - type: objectinbox
               satisfied: true
           actions:
             - type: pythonfile
               ref: $BoolToggle
       actions:
         - type: pythonfile
           tag: BoolToggle
           pythonfile:
               file: xAgeSDLBoolToggle
               parameters:
                 - type: activator
                   ref: logicmod:$AutoClick
                 - type: string
                   value: <SDL Name>
                 - type: skip
                 - type: skip
                 - type: string
                   value: <SDL Name>
         - type: pythonfile
           tag: BoolRespond
           pythonfile:
               file: xAgeSDLBoolRespond
               parameters:
                 - type: string
                   value: <SDL Name>
                 - type: responder
                   ref: :DoorOpen
                 - type: responder
                   ref: :DoorClose
                 - type: bool
                   value: false
                 - type: bool
                   value: true


DoorButtonOneshot:

  logic:
      actions:
         - type: oneshot
           name: DoorButtonOneshot
           oneshot:
               animation: DoorButtonTouch


Door1:

   animations:
       - name: DoorOpen1
         autostart: 0
         loop: 0
   logic:
       actions:
         - type: responder
           name: DoorOpen
           responder:
              states:
               - cmds:
                  - type: oneshotmsg
                    params:
                       receivers:
                        - oneshotmod:DoorButtonOneshot
                       callbacks:
                        - marker: "DoorButtonTouch"
                          receiver: respondermod:DoorOpen
                          user: 0
                    waiton: -1
                  - type: animcmdmsg
                    params:
                       receivers:
                        - 006D:Door1
                       animname: DoorOpen1
                       cmds:
                        - setforewards
                        - continue
                    waiton: 0
                  - type: animcmdmsg
                    params:
                       receivers:
                        - 006D:SWDoorButton
                       animname: SWdoorbuttonclick
                       cmds:
                        - setforewards
                        - continue
                    waiton: 0
                  - type: soundmsg
                    params:
                       receivers:
                        - 0011:emit_swingdoorOpen
                        - 0011:emit_swdoorbutton
                       cmds:
                         - play
                         - setvolume
                       volume: 1
                    waiton: -1
                 nextstate: 1
                 waittocmd: 0
              curstate: 0
              flags:
                - detecttrigger
         - type: responder
           name: DoorClose
           responder:
              states:
               - cmds:
                  - type: oneshotmsg
                    params:
                       receivers:
                        - oneshotmod:DoorButtonOneshot
                       callbacks:
                        - marker: "DoorButtonTouch"
                          receiver: respondermod:DoorOpen
                          user: 0
                    waiton: -1
                  - type: animcmdmsg
                    params:
                       receivers:
                        - 006D:Door1
                       animname: DoorOpen1
                       cmds:
                        - setbackwards
                        - continue
                    waiton: 0
                  - type: animcmdmsg
                    params:
                       receivers:
                        - 006D:SWDoorButton
                       animname: SWdoorbuttonclick
                       cmds:
                        - setforewards
                        - continue
                    waiton: 0
                  - type: soundmsg
                    params:
                       receivers:
                        - 0011:emit_swingdoor
                        - 0011:emit_swdoorbutton
                       cmds:
                         - play
                         - setvolume
                       volume: 1
                    waiton: -1
                 nextstate: 0
                 waittocmd: 0
              curstate: 0
              flags:
                - detecttrigger

emit_swingdoor:

   type: soundemit
   sound:
       flags:
         - is3dsound
       file: sonaviocreakclos
       volume: 1
       type: soundfx
       maxfdist: 50
       minfdist: 50

emit_swingdoorOpen:

   type: soundemit
   sound:
       flags:
         - is3dsound
       file: sonaviocreakopen
       volume: 1
       type: soundfx
       maxfdist: 50
       minfdist: 50

emit_swdoorbutton:

   type: soundemit
   sound:
       flags:
         - is3dsound
       file: Sonaviotile
       volume: 1
       type: soundfx
       maxfdist: 50
       minfdist: 50


You will need to create (or add to) your SDL file and add the variable <SDL Name>

Sdl FILE:



   VAR BOOL 	<SDL Name>[1]		DEFAULT=0