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  • 1.  Conditional pause points in animation

    Posted 02-06-2013 22:35
    There are a number of graphics in which I would like to have some way to control when the animation is paused via template controls. Was thinking of using a group object for each possible pause point and setting visibility in the template links. Then use a script to detect the visibility and pause the animation at the appropriate time. However that is currently above my scripting ability. Is there an easier way to get this done?

    Is this something I could do with Event Markers? That is something that I have not had any time to experiment with yet. Thanks for your help.


  • 2.  RE: Conditional pause points in animation

    Posted 02-06-2013 22:56
    Hi Richie,

    When you are using the SceneDirector you can specify a range that needs to be played. So even if your animation is 250 frames long, you can use either scripting or the sequencer to play for example from frame 0 to 100.

    When you are playing the animation it will pause on the last frame defined on your last keyframe.

    There is also an option to use events in the SceneDirector to pause the playback. However this mode is less flexible as Events are being positioned fixed on the tracks of the SceneDirector and can't be changed other than going into your scene and manually repositioning the Event.

    With the PlayRange it's just a matter of changing two values: xpScene.SceneDirector.PlayRange(0,100)

    Best regards,

    Kenneth

    #XPression


  • 3.  RE: Conditional pause points in animation

    Posted 02-07-2013 00:03
    Can there be more then one play range? For example I might need to have it pause at frame 400, then again at frame 600, then a third time at frame 800. The director who is using Overdrive will also need to be able to continue the animation. Is that possible with play range?

    #XPression


  • 4.  RE: Conditional pause points in animation

    Posted 02-07-2013 10:03
    Hi Richie,

    The PlayRange is actually a command. You tell Xpression to start playing the range that you just defined.

    So yes, you could use multiple playranges but you would need to define them at runtime.

    However, if your director is going to use Overdrive, then the PlayRange probably isn't the best solution.

    I also assume that your points at that time will never change. So it's probably better to use Events on your Timeline.

    When you place an Event on of the tracks you can change the properties to pause for example. Now the next time you send a Play-command, the SceneDirector will start playing again from where you left off.

    I actually don't know Overdrive at all, but I assume that it can issue a SceneDirector.Play command.

    Best regards,

    Kenneth

    #XPression


  • 5.  RE: Conditional pause points in animation

    Posted 02-28-2013 21:46
    I am wondering if I could use a script to deactivate pause events that are built into the scene.

    #XPression


  • 6.  RE: Conditional pause points in animation

    Posted 02-28-2013 23:03
    Yes... Put your event alone on a track, and activate or not this track by code.

    #XPression


  • 7.  RE: Conditional pause points in animation

    Posted 02-28-2013 23:11
    Any code examples?

    #XPression


  • 8.  RE: Conditional pause points in animation

    Posted 03-01-2013 09:08

    Hi Richie,

    Out of the head, I think it's something like this:

     

    dim Track as xpSceneDirectorTrack

    self.SceneDirector.GetTrackByName("EventTrack", Track)

    Track.enabled = false


    "EventTrack" would be the name of the track where your event is located.

    Hope this helps.

    Kenneth


    #XPression


  • 9.  RE: Conditional pause points in animation

    Posted 03-01-2013 09:34
    It's this !

    #XPression