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
;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
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