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This section shows how to add frames and animations to a simple cube.
Working with Frames
A frame is expected to take the following structure.
Frame Aframe { // The frame name is chosen for convenience.
FrameTransformMatrix {
...transform data...
}
[ Meshes ] and/or [ More frames]
}
Place the defined cube mesh inside a frame with an identity transform. Then apply an animation to this frame.
Frame CubeFrame {
FrameTransformMatrix {
1.000000, 0.000000, 0.000000, 0.000000,
0.000000, 1.000000, 0.000000, 0.000000,
0.000000, 0.000000, 1.000000, 0.000000,
0.000000, 0.000000, 0.000000, 1.000000;;
}
{CubeMesh} // You could have the mesh inline, but this
// uses an object reference instead.
}
Working with Animations
An animation is defined by a set of keys. A key is a time value associated with a scaling operation, an orientation, or a position.
Animation Animation0 { // The name is chosen for convenience.
{ Frame that it applies to - normally a reference }
AnimationKey {
...animation key data...
}
{ ...more animation keys... }
}
Animations are then grouped into AnimationSets:
AnimationSet AnimationSet0 { // The name is chosen for convenience.
{ an animation - could be inline or a reference }
{ ... more animations ... }
}
Now take the cube through an animation.
AnimationSet AnimationSet0 {
Animation Animation0 {
{CubeFrame} // Use the frame containing the cube.
AnimationKey {
2; // Position keys
9; // 9 keys
10; 3; -100.000000, 0.000000, 0.000000;;,
20; 3; -75.000000, 0.000000, 0.000000;;,
30; 3; -50.000000, 0.000000, 0.000000;;,
40; 3; -25.500000, 0.000000, 0.000000;;,
50; 3; 0.000000, 0.000000, 0.000000;;,
60; 3; 25.500000, 0.000000, 0.000000;;,
70; 3; 50.000000, 0.000000, 0.000000;;,
80; 3; 75.500000, 0.000000, 0.000000;;,
90; 3; 100.000000, 0.000000, 0.000000;;;
}
}
}
For more information, see the Animation and AnimationSet templates.
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