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Triggering an animation?

PostPosted: July 20th, 2007, 11:39 am
by I.R. Brainiac
I have an animation I want to respond to left channel pegged vu meter.

I named the last frame from of the left vu animation...id(10) modify(steam) fadeout passthrough

The animation to trigger is...animation id(steam) paused animtype(2) direction(1) delay(1) passthrough

I've tried type 0 and 1,paused and non paused,paused first frame(blank) but it will only trigger once and then not again til you reload the skin and the vu pegs again.

heeeeelp! :shock: :D

PostPosted: July 20th, 2007, 10:22 pm
by SLoB
looks like your going through the realms of nested animations now ;)
probably best to bosh an example psd up as Cliff will need it to see what is going on if its a bug or if it can be fixed with some more workarounds to achieve the same effect

PostPosted: July 21st, 2007, 7:03 am
by I.R. Brainiac
lemme wake up and I'll post it to something like sendspace and maybe you or cliff or someone can help me figure this.

a peeged vu meter may be the wrong way to trigger but the method would be neat for other implementations...I dont really want it to just run continuously...its too big.

a random delay trigger would be ok. :D

PostPosted: July 21st, 2007, 7:11 am
by SLoB
I would say this thread should go in the general skin discussion forum but hey ho ;)

PostPosted: July 21st, 2007, 9:14 am
by I.R. Brainiac
ya,I missed that somehow...feel free to move it. :)

PostPosted: July 21st, 2007, 6:22 pm
by I.R. Brainiac
hmmmmm...well I gave up on the trigger and just set a long delay on the last frame.

added a second animation timed to the steam puffs...an eye blink.

timing is perfect,but(theres always a but... :lol: )...I need both animations to stop and start with the music.

I added a stop indicator(closed eyes) and added id(stopani) modify(eye,eyer,steam) acanstop after indi_stop

so the eye closes and hides the animation but dosnt stop it. :?

How can I have them stop and start automatically? :shock:

PostPosted: July 21st, 2007, 6:49 pm
by I.R. Brainiac
Heres 'Rusty' in mid animation...he blinks over his vu meter eyes every time steam gets in them...that needs to stop and start with the music. :roll: :lol:


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PostPosted: July 21st, 2007, 7:50 pm
by I.R. Brainiac
Reckon Cliff would think I had lost my mind if I said I wanted to do time remaining analog flip numbers?

Like old pre digital alarm clocks?flip,flip,flip...maybe I've flipped my lid? :lol: :shock:

PostPosted: July 21st, 2007, 7:57 pm
by I.R. Brainiac
eyes open...ready to rock. :shock:

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PostPosted: July 22nd, 2007, 8:20 pm
by SLoB
instead of putting the modifies on the indi layers try putting them on stop, pause and play buttons? and or creating a new animation set which just gets triggered by those buttons and then does all the triggering for the other layers as a toggle?

flip numbers would be cool but would also require functionality to include bitmap fonts, until that ever happens then we can only dream ;)

PostPosted: July 23rd, 2007, 4:41 am
by I.R. Brainiac
there will be a seperate button for killing the animations,you should allways include that...and triggers on the start and stop button are fine too...

what I need is for them too trigger automatically when a song starts or ends without my input...like when the indi_stop appears.(or indi_play) 8)

PostPosted: July 23rd, 2007, 4:44 am
by I.R. Brainiac
oh...flip numbers wouldnt require fonts...just 0 thru 1 animation sets that trigger by seconds,minutes...etc... :shock: :lol:

PostPosted: July 23rd, 2007, 6:24 am
by SLoB
hmm , could possibly trigger off an animation set on play with a 6ms delay between them to simulate the numbers
wouldnt work for end of track but probably worth playing with

PostPosted: July 23rd, 2007, 4:18 pm
by I.R. Brainiac
yeah,I had already considered it...great minds...hahahaha :lol:

PostPosted: July 24th, 2007, 9:39 pm
by I.R. Brainiac
:shock: :lol:

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