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com.ardor3d.example.pipeline.AnimationCopyExample.js Maven / Gradle / Ivy
// set up walk/run as our base layer as separate states.
var walkState = {
"name" : "walk_anim",
"clip" : "skeleton.walk",
"transitions" : {
"run" : [
"-", "-", // start/end window
"syncfade", // type
"run_anim", // target
0.5, // fade time
"Linear" // type
]
},
"endTransition" : [
"-", "-", // start/end window
"immediate", // type
"walk_anim" // target
]
};
// add to default layer
_steadyState(walkState);
var runState = {
"name" : "run_anim",
"clip" : "skeleton.run",
"transitions" : {
"walk" : [
"-", "-", // start/end window
"syncfade", // type
"walk_anim", // target
0.75, // fade time
"Linear" // type
]
},
"endTransition" : [
"-", "-", // start/end window
"immediate", // type
"run_anim" // target
]
};
// add to default layer
_steadyState(runState);
/**
* Our Punch Layer
*/
var punchLayerInfo = {
"name" : "punch",
"blendType" : "lerp",
"blendWeight" : 1.0,
"blendKey" : "punch_blend"
};
//add new "punch" layer
_animationLayer(punchLayerInfo);
// set up punching state. Will not always be playing.
var punchState = {
"name" : "punch_right",
"layer" : "punch",
"tree" : {
"inclusiveClip" : {
"name" : "skeleton.punch",
joints : [11, 12, 13, 14, 15],
channels : ["punch_fire"],
"active" : false
}
}
};
// add to "punch" layer
_steadyState(punchState);
/**
* Our Head Layer
*/
var headLayerInfo = {
"name" : "head",
"blendType" : "lerp",
"blendWeight" : 1.0,
"blendKey" : "head_blend"
};
// add new "head" layer
_animationLayer(headLayerInfo);
// set up head turning state. Will not always be playing.
var headState = {
"name" : "head_rotate",
"layer" : "head",
"tree" : {
"managed" : {
"initFromClip" : {
"clip" : "skeleton.walk",
"jointNames" : ["Bip01_Head"]
}
}
},
};
// add to head layer
_steadyState(headState);
// create attachment points
_addAttachment("right_weapon", "Bip01_R_Finger0", 0, null);
_addAttachment("left_weapon", "Bip01_L_Finger0", 0, null);
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