Play Animation
Last updated
Last updated
Play Animation is an Animation Node used to start playing an Animation. The Animation to play has to be selected in the Attributes. For this, simply drag an Animation .incani
file from the Asset Manager to the File
Attribute and then a drop-down Menu that allows the user to choose an Animation Block will appear.
When an Animation starts playing, an Instance ID gets assigned to it, which is then used to control the Animation with the Pause Animation or Stop Animation Nodes. This Instance ID can be set with the Create CustomID Node connected to the Instance ID
Input Socket. If nothing is connected, the default value 42 is used.
It is also possible to reuse an Animation with a different Object.
Scope: Scene, Function, Prefab.
Attribute | Type | Description |
---|---|---|
| User Input | The selected Animation file created in the Animation Editor. The user can drag a file from their library or select a file from a file tree. The icons to the right allow the user to confirm the selection, highlight the Asset in the Asset Manager, and remove the selection. |
| Drop-down | The specified Animation Block created in the Animation Editor that will be played. |
Input | Type | Description |
---|---|---|
Pulse Input (►) | Pulse | A standard Input Pulse, to trigger the execution of the Node. |
| InstanceID | The assigned Instance ID of the Animation. |
Output | Type | Description |
---|---|---|
Pulse Output (►) | Pulse | A standard Output Pulse, to move onto the next Node along the Logic Branch, once this Node has finished its execution. |
| InstanceID | The previously assigned Instance ID of the Animation. |
| Pulse | Flows to additional Nodes following Play Animation when the Animation starts playing. |
| Pulse | Flows to additional Nodes following Play Animation if the Animation pauses. |
| Pulse | Flows to additional Nodes following Play Animation if the Animation stops. |
Using the Play Animation Node, it is possible to reuse an Animation for a different Object than the one used in the .incani
file. For this, the ObjectID Input Sockets must be used.
When an Animation Block is assigned to the Play Animation Node in the Attributes, new ObjectID Input Sockets are created, one for each Object in the Animation Block. These Input Socket can be used to animate a different Object.
Thus, a Play Animation Node with an Object connected to the ObjectID Sockets will animate that Object instead of the one defined in the Animation Block. In the example below, Object2
will be animated instead of Object1
, which was the Object originally used in the Animation.