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When I wrote the particle animation system I assumed that a "RESET" command would be useful. Having multiple options within the system, and most likely having many objects in a scene, it made sense to be able to "RESET" the particle system back to a default.
I took the same approach with the bezier curve system. It made sense to automatically reset all variables to a default value.
However I assumed that most scenes would have only a single TimeLine. There didn't seem to be much of a need for multiple TimeLines.
But there is nothing stopping you from having as many TimeLines as you wish running through your scene. There are just a few things to keep in mind.
Let me give a short example. Here is the first TimeLine in my scene:
#declare DGTLSegment01 = 1 |
The total duration of all segments in the TimeLine is 10 units.
If I want a second TimeLine that is also 10 units long, with 5 units in the first segment and 5 units in the second segment, here is the code:
#declare DGTLSegment01 = 5 |
If I don't redeclare segments 3 and 4 then they will still have a duration for the second TimeLine.
I don't have to make the different timelines have the same total duration. Here is a third TimeLine with a total duration of 5.
#declare DGTLSegment01 = 0 |
If I animated a 10 frame animation of these three timelines, (assuming no cyclical animation) the segments would progress as follows:
Frame Number |
Current Segment for |
Current Segment for |
Current Segment for |
1 |
1 |
1 |
2 |
2 |
2 |
1 |
2 |
3 |
2 |
1 |
3 |
4 |
3 |
1 |
3 |
5 |
3 |
1 |
4 |
6 |
3 |
2 |
4 |
7 |
4 |
2 |
4 |
8 |
4 |
2 |
4 |
9 |
4 |
2 |
4 |
10 |
4 |
2 |
4 |
The only thing I want to make perfectly clear is that the DGTL returned variables only reflect the last TimeLine that was calculated. To calculate a new TimeLine simply declare the variables and include DGTL.INC.
Make sure you perform all the animation you want to for one TimeLine before you let DGTL calculate the next TimeLine.
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This page copyright David Govoni 1997
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