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[Added: 155] External Button Signals

PostPosted: October 12th, 2013, 2:09 am
by Lance
I'll place a scenario first. You have an animation that loops while a track is playing. You create a custom pause button that tells the animation to freeze on it's current frame and resume again when unpaused. Easy enough with a bit of knowhow.

A problem arises, though, when you use physical buttons on your keyboard to control software, as do I. Obviously, pausing from your keyboard bypasses your custom button and the animation will keep playing since it's a raw signal.

So, the idea is a keyword that detects incoming control signals and converts them into a software click. For example, adding "externalpause" to a button object will detect an incoming hardware pause and execute via the button instead of directly controlling Xion.

Hoping that makes sense. Hoping it's possible...


Re: External Button Signals

PostPosted: October 12th, 2013, 2:31 pm
by logokas
That's a really roundabout way of doing it. Much better solution would be to simply hook animations to actions rather than button presses, so that the actual paused state of the player triggers animations, rather than the press of the pause button itself.

Re: External Button Signals

PostPosted: October 12th, 2013, 8:00 pm
by Lance
Hmm, yeah that's a better solution. Could be implemented as an animtype, which only functions while a song is playing, else it freezes on the current frame.

EDIT: Or NOT an animtype, but an additional keyword to any animation.

Re: [Added: 155] External Button Signals

PostPosted: January 5th, 2014, 11:15 am
by Cliff Cawley
This has been added for build 155.

It's been added as new anim_ keywords. See the Help page for more information. It's under the Animation State Binding section here: ... te-Binding