Class Name: Animation Behavior
Definition
A component of Animation
Related Geometry. This class contains all the information
necessary to define time sequence, and the frames involved.
Primary Page in DRM Diagram:
Example
- An animation of an explosion could have many different sections. One
section could represent the explosion, another section the fire, and
another section smoke. The fields of this class give the duration
of each frame and the beginning and ending frame sequence.
- The Animation Related Geometry
class would have 60 ordered Geometry
Hierarchies as components. The first
Animation Behavior (explosion) would
define frames 1 through 20 in its animation sequence. The second
Animation Behavior (fire) would
define frames 21 through 40 in its animation sequence. The third
Animation Behavior (smoke) would
define frames 41 through 60 as its sequence, with the
count set to 0. The effect would
be to see the animation of the explosion followed by the fire, followed
by the smoke. The smoke would last forever, since its
count was set to 0.
FAQs
- Can animation sequences be chained together?
- Yes. The
Animation Related
Geometry class can have one or more ordered classes of
Animation Behavior as components.
In the example (below) of an explosion, each one of the sections
(i.e. explosion, fire, and smoke) can be its own
Animation Behavior.
Because the Animation Behaviors
are ordered, they behave as though
they are chained together, one following the other.
- Can the frames in different animation sequences
overlap?
- Yes.
Constraints
None.
Component of (one-way)
Notes
Fields Notes
duration (in seconds) of each frame
the number of times that the animation sequence will repeat
(0 = forever)
If SE_TRUE the animation sequence cycles from beginning to end,
beginning to end, beginning to end, etc. (standard cycling)
If SE_FALSE the animation sequence cycles from beginning to end, end
to beginning, beginning to end, end to beginning, etc. (swing mode)
the index of the beginning frame (1 to n)
the index of the ending frame (1 to n)
flag (default SE_FALSE=not random)
SE_TRUE indicates that the beginning frame is chosen randomly.
When random_beginning_frame=SE_FALSE the beginning frame is ignored,
and the sequence cycles towards the ending frame.
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