.pngfiles. This allows you to use any 3rd-party animation tool to create animations and then bring them into Incari Studio where you can attach functionality.
TimelineAnimation.incani. Files with the
.incanifile type are Keyframe-based timeline animations, created using the Animation Editor, which should open automatically when double-clicking on the Asset.
Z Rotationare highlighted in blue. This indicates that these Attributes have some Keyframes saved on this Animation Block.
LMBand then clicking the "focus" icon highlighted above, we can see the animation, represented as Bezier curves.
File) and the Animation Block (
Name) which will be played. You can drag the
.incanifile from the Asset Manager directly to the Node to assign it to the
FileAttribute and select the desired Animation Block from the dropdown menu.
Data Type- The numerical data type which will be interpolated.
Duration- The length of time between the start and end of the interpolation.
Interval Time- This governs how frequently, in seconds, the interpolated value is calculated and the output Pulse is triggered. In our example, this is set at 0.0167, which is approximately 60 fps: (
1 / 60 = ~0.0167).
From- This is the value at the start of interpolation. In our example, we are using the current opacity value of our logo as a starting point.
To- This is the value at the end of the interpolation, which in our example, is either 1 or 0.25, depending on which button was pressed.
Type- This is the method that the Interpolate Node uses to calculate the intermediate values. These are similar to those found in many other software and programming languages. A good reference for interpolation types is easings.net.
Mode- Whether the interpolation will be performed once, repeated, or alternated.
.pngfile format. By using Incari's Image Sequence Object and Nodes, we can take these frames and combine them with Incari's Logic system.
Logo Animation.incseq. Files of the
.incseqtype are Image Sequences. To open the file, simply double-click it and the Image Sequence Editor will open. Here you can see all of the images of the sequence arranged in order.
End Frame- This is the frame index that the animation will start and finish on. Setting these to -1 will tell Incari to start at the first frame and end at the last frame.
Object- The Image Sequence Sprite Object, which can be dragged from the Scene Outliner onto the Node.
Play Mode- Whether the animation will be played based on frames-per-second (
FPS) or a duration (
Time). The value of this Attribute will determine which of the following Attributes will be visible:
FPS- The framerate of the animation. This may be preferable if the animation was exported at a specific framerate that you want to reflect in Incari.
Time- The amount of time the animation will take from start to finish. This is useful for tweaking the duration of the animation and can incorporate frame blending using the
Interpolation Mode- This determines whether the animation should fade between one frame and the next.
Constantmeans that frames aren't blended, while
Linearmeans that they are. This Attribute only has an effect when the
Play Modeis set to
Loop Mode- Whether the Image Sequence plays once (
none), plays repeatedly (
repeat), or ping-pongs backwards and forwards (
Play Direction- If the animation plays forwards or backwards.
FromTo= Both the start and end values are set manually.
To= Only the target value is provided.
By= The amount to be animated relative to the Attribute's current value.
InterpolationAttribute for sine-based and linear interpolation.