Animating a zombie

Community Forums/General Help/Animating a zombie

Blitzplotter(Posted 2014) [#1]
Hi folks,

[EDIT]Hmmm, got my zombie animating now - Bonzar - it just needed the UpdateWorld, not the Renderworld. Cool.


here is some code I've shoe horned in with a little debug:




If anim_once=0;
anim_once=1
;[EDITED] selected sequence 0 at least gets the animating attribute set to 1
Animate Play7,1,1,0
EndIf

Text 200,200,"animating or no: "+Animating(Play7)
Text 200,220,"animation length= "+AnimLength(Play7)
Text 200,240,"current animation seq= "+AnimSeq(Play7)
Text 200,260,"current animation time= "+AnimTime(Play7)



;UpdateWorld  
;RenderWorld   ;Obliterated the FastExt buttons....
	
	
	Flip
Wend




The code is within a loop, the debug informs me that:

animating or no:[Edit] Now set to 1 thanks to using sequence 0
animation length=225
current anim seq=0
current animation time=0.0

The zombie fails to animate. Do I need updateworld and renderworld? Unfortunately these seem to obliterate my buttons on my GUI.

I can see that the entities animation property is set to 0 - despite the animate instruction preceding it. So that is a concern.

The zombie appears to have 225 frames to sequence through, which is nice.

Is it possible to manually to manipulate which 'frame' is rendered. Hmmm, renderworld might be required to satisfy this.

So, can I increment the animation time to step through the frames now that it is animating ?



Hmmm, got my zombie animating now - Bonzar - it just needed the UpdateWorld, not the Renderworld. Cool.

I Love Blitz3D.