Good afternoon, I would like to know if you could help me… I am trying to put together a memory game board and I have already advanced with it only that now I need the Scene director to do a rewind once each scene is shot with the board numbers. Let him make a reversal but without being seen in the air and that he is ready for his next release if they choose the same number again… #xpression
Just so I understand: You already have the “card” flip over but you want it to flip back? Are you using a dashboard or are you using keystrokes to trigger the animations? I have a great script that basically reverses the scene director so that the card flips back over. Otherwise you just don’t run it a second time. Let me know if you would like the script.
Hello, Thank you for your attention and response.
I am using a launcher with a text (Command) and from there I make each scene (Numbers) flip, the problem arises when they request that both numbers be returned at the same time if the combination is wrong. what I would need is to know how I can make the Scene Director OUT do an automatic Rewind without this being seen on the air so that it stays ready when I call it again, (the direct scene OUT is a Trigger calling the IN reserve)
Of course yes as for the Script please! all help is welcome!
Here is how I did mine. I used one scene for everything and separate Scene Directors for each number I flipped. I started by using ALT-1, ALT-2… ALT-10 for the 10 squares and later moved over to a dashboard. Under the GPI mapping tab you can add a script that will trigger the Scene Directors to flip the numbers over. In that script is a test to see whether the number has been flipped. If it is flipped, the Scene Director will play in reverse to flip it back. If there was a match the operator does nothing and the numbers stay “flipped”. If this is something you can use I can help out.
Here is the script I was talking about.
dim fb as xpOutputFramebuffer
dim scene as xpScene
dim sd as xpSceneDirector
dim layer as integer
engine.GetOutputFramebuffer (0,fb)
fb.GetSceneOnLayer (0, scene)
'this checks to see which layer your scene is on.
For layer = -10 to 15
If fb.GetSceneOnLayer(layer, scene) then
'change the name of My Scene and My Scene director to fit your scene
if scene.Name = “My Scene” then
scene.GetSceneDirectorByName (“My Scene Director”, sd)
'this checks where the play head is on your scene director
'and also allows you to play in reverse if you want
'change the ranges to match your scene director length
if sd.Position >=10 then
sd.PlayRange(15,0)
else
sd.Playrange(0,15)
end if
end if
end if
next
Dear, I enter this script in Scence director or within the Layers???
With this I am going to generate it, is that once the animation is triggered, it automatically returns to the starting point?
This is exactly what I need to do, a board of 24 items where there are 2 repeated images, the traditional memory game, can you please help me
Sure. First design a scene director for each of the squares that turns it over. if you take 15 frames to flip it, then make the director at least 20 frames or more. As long as it is longer than the time it takes to do the animation. Remember that script I sent you. We will be using that to trigger each of those animations. Get back to me when that is ready to go.
TABLERO & FONTS MONTSERRAT BLACK
I have partially built the game for you. I have included screen grabs to show you how to do the gpi triggers. The script for each flip MUST be edited to change the name of the sceneDirector to the correct name. The dashboard has all 24 gpi triggers set up so you don’t really have to dig in there but go for it. GPI triggers are 1-24.
I forgot to send you the dashboard file. It’s a very simple design but should get you started. Let me know if you have questions.
