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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 | - 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. | ||
- 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. |
Revision as of 19:33, 19 March 2024
Static Animation Provider is a Component that is generated when importing AnimJ's or files with animation data.
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.
- 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.