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Author Topic: Setting the current time of an animation with a float  (Read 2140 times)

frogwise

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Setting the current time of an animation with a float
« on: May 02, 2016, 01:49:26 AM »
Hey guys I will try to be as clear as possible with this:

I have a UI element that I am animating with an Animator and an Animation.

I would like a float variable to drive the point at which that animation is at.

So basically, the animation doesnt "Play". Its "current time" simple just gets set to the float variable I am feeding it (which is normalized.)

How can I do this?

jeanfabre

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Re: Setting the current time of an animation with a float
« Reply #1 on: May 02, 2016, 02:19:20 AM »
Hi,

The only technic I know is to use "animatorPlay" action from the Animator package form the Ecosystem.

This allows you to play an animation and define the time, if you run this action everyframe, you effectively control the timing.

have you tried this?

Bye,

 Jean


 

frogwise

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Re: Setting the current time of an animation with a float
« Reply #2 on: May 02, 2016, 02:20:32 AM »
I was just about to reply to my own topic but you beat me to it!

So yes, essentially, I want to use Animator Play. However, there is no option to do this action Every Frame... otherwise, it would be perfect.

jeanfabre

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Re: Setting the current time of an animation with a float
« Reply #3 on: May 02, 2016, 02:46:45 AM »
Hi,

 Good point. You can loop back when desired, but I have added the option now. simply redownload the package from the Ecosystem, and AnimatorPlay will now have the option.

Bye,

 Jean

frogwise

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Re: Setting the current time of an animation with a float
« Reply #4 on: May 02, 2016, 03:30:15 AM »
Excellent! Thank you.

Curious - is it rather expensive to be doing this action every frame? This is for Android.

jeanfabre

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Re: Setting the current time of an animation with a float
« Reply #5 on: May 06, 2016, 01:54:18 AM »
Hi,

 for one character no, for all ennemies ( dozens ) probably...

the difficult you may face is issues with the last few frames of the animation. I know some developer where using this technic and had to use legacy after a while cause the Animator engine would not behave properly when playing too much with time. So make sure you properly test your character behavior before adopting this for everything.

Bye,

 Jean