利用者:Sculptorjim/Game Engine/Logic/Actuators/Shape Action
< 利用者:Sculptorjim | Game Engine | Logic | Actuators
2011年12月22日 (木) 04:07時点におけるwiki>Mindronesによる版 (moved User:Sculptorjim/Shape Action to User:Sculptorjim/Game Engine/Logic/Actuators/Shape Action)
Page status (reviewing guidelines)
Text
2.59, needs to be updated to 2.61
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Shape Action Actuator
- Shape Action actuator is working with actions that are stored in the shapekeys of the mesh and put together in the shapekey editor.
Play
- A menu which sets the method by which the Shape Action is to be played.
- Property
- For as long as the actuator is activated the animation will be controlled by the property assigned in the field replacing Start and End button. The property assigns the frame number.
- Loop End
- Plays the animation from start to end and then restarts.
- Loop Stop
- Plays from start to end, only as long as the actuator is activated. When it is not, the animation is paused and continued once the actuator is activated again. When it reaches the end frame, the animation starts over again.
- Flipper
- Plays from start to end, only as long as the actuator is activated. When it is not, it plays backward back to the start.
- Ping Pong
- Plays the animation from start to end, next time the actuator is activated it plays from end to start.
- Play
- play the ipo from start to end, then reset.
- Action
- defines which action to be used. Note that it is case sensitive, meaning “myaction” is not the same as “MYACTION”.
- Continue
- makes the action continue from the last frame it was at the last time the actuator was used.
- Start Frame
- Frame at which the action starts.
- End Frame
- Frame at which the action ends.
- Blendin
- Frame count to use for switching actions.
- Priority
- Execution priority (Range: 0 (highest) to 100 (lowest))
- Frame Property
- Set the Game Object Property as frame number of shape action.