Component:StaticAnimationProvider: Difference between revisions

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- Any extra Static Animation Providers that don't fit into an [[Component:Animator|Animator]] for a file (EX: NLA tracks from Blender3D) when the animation is imported is put as a component attached to the AssetSlot for the file that is generated by the importer while importing. Keeping in mind that a [[Component:Animator|Animator]] can only support 1 animation, this means all but one animation in a file will end up on the assets slot. Why the importer doesn't put it into a multiplexer instead is unknown and can be confusing to the user.
- Any extra Static Animation Providers that don't fit into an [[Component:Animator|Animator]] for a file (EX: NLA tracks from Blender3D) when the animation is imported, is put as a component attached to the AssetSlot for the file. The assets slot for a file is generated by the importer while importing. Keeping in mind that a [[Component:Animator|Animator]] can only support 1 animation, this means all but one animation in a file will end up on the assets slot. Why the importer doesn't put it into a multiplexer instead is unknown and can be confusing to the user. If the item is saved without referencing the other animations generated by the importer in the item, then the animation data will be lost and will have to be reimported. Putting animations that are imported into a multiplexer manually is usually a good idea for items like doors and NPC characters.


- Keeping this component on a slot rather than in the assets can prove beneficial to the user. For example, [[User:989onan|989onan]]'s MMD player and Emote System keep this component on the disks and menu items for dances, so they can be kept and then filled into an animator automatically, allowing for multiple animation type systems.
- Keeping this component on a slot rather than in the assets can prove beneficial to the user. For example, [[User:989onan|989onan]]'s MMD player and Emote System keep this component on the disks and menu items for dances, so they can be kept and then filled into an animator automatically, allowing for multiple animation type systems.


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== Related Components ==
== Related Components ==
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[[Category:Components{{#translation:}}|Static Animation Provider]]
[[Category:Components{{#translation:}}|Static Animation Provider]]
[[Category:Components:Assets{{#translation:}}|Static Animation Provider]]
[[Category:Components:Assets{{#translation:}}|Static Animation Provider]]

Latest revision as of 20:30, 4 July 2024

Static Animation Provider is a Component that is generated when importing AnimJ's or files with animation data.

Component image 
Static Animation Provider component as seen in the Scene Inspector


Fields

Fields
Name Type Description
persistent Bool Determines whether or not this item will be saved to the server.
UpdateOrder Int Controls the order in which this component is updated.
Enabled Bool Controls whether or not this component is enabled.
URL Uri an asset URI pointing to a valid Animation file type.

Usage

Examples

Notes:

- Any extra Static Animation Providers that don't fit into an Animator for a file (EX: NLA tracks from Blender3D) when the animation is imported, is put as a component attached to the AssetSlot for the file. The assets slot for a file is generated by the importer while importing. Keeping in mind that a Animator can only support 1 animation, this means all but one animation in a file will end up on the assets slot. Why the importer doesn't put it into a multiplexer instead is unknown and can be confusing to the user. If the item is saved without referencing the other animations generated by the importer in the item, then the animation data will be lost and will have to be reimported. Putting animations that are imported into a multiplexer manually is usually a good idea for items like doors and NPC characters.

- Keeping this component on a slot rather than in the assets can prove beneficial to the user. For example, 989onan's MMD player and Emote System keep this component on the disks and menu items for dances, so they can be kept and then filled into an animator automatically, allowing for multiple animation type systems.

Related Components