Animation question
Blitz3D Forums/Blitz3D Beginners Area/Animation question
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Hi my name is seferey and i need to how to write this code correctly Animate [entity name], [mode 0,1,2 or 3], [speed], [frame to begin at], [frame to end at] does the [ half to stay in the code i need help |
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this is for blitz 3d |
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The '[' and ']' mean the parameter is optional as default values will be used if not specified. BTW you have posted in the Tutorials section which states it's for... "Blitz3D related programming tutorials can be found here." |
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Dot dot dot. It can't be THAT hard to post in the right forum... |
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tell me what is the right forum? |
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Saferey, this is the right forum, but your question is not something for what you cant find answer inside blitz3d command reference with very nice examples... anyway this is proper syntax.. Animate sefereys_Entity,1,1,0,10 where is in order from left to right safereys_Entity--> Entity you use to animate 1----------------> animation mode, in this case it means that your animation will loop again and again after last frame finish 1----------------> animation speed, this is default value 0----------------> number of animation sequence to play. It can be any number assigned to specific animation sequence..0,1,2,3... 10---------------> used to tween between an entities current position rotation and the first frame of animation. Defaults to 0. Bigger values than 0 will make smoth transitions, while if you keeping 0 you will get instant 'leap' to the first frame... huhh..thats it..mannn... |
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thanks naughty alien :) |
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How do I load a terrain in b3d format and have a entity walk on it |
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this is a new topic and you should start a new thread for it, but before you do that try to find the solution by your own. If you goto the Help section of the Editor, Command Reference, 3D section, you'll see a list of the command groups. Goto the Terrain chapter and check out the Load Terrain sample. Then for walking read the Collision commands descriptions. To make this a bit easier for you: example: t_player=1 ; define a collision type for all involved entities t_ground=2 EntityType player,t_player EntityType myterrain,t_ground collisions t_player,t_ground,2,2 ; define collsion action that needs to be performed while keydown(1)=0 ; main game loop ; some player controls here.. ; (use your own code) ;apply gravity: translateentity player,0,-.1,0 ; apply collisions Updateworld() Renderworld() Flip wend Please try the various examples that are part of the distro, you may save us and yourself a lot of time cause most basic questions are answered within them. |
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okay thanks |