The frames are then bound together with animated transitions that trigger on the source state's propertiesAssigned() signal. Each child state of the animation state represents a frame in the animation by setting the position of each joint in the stickman's skeleton to the positions defined for the particular frame. The stickman can be either "alive" or "dead", and when in the "alive" state, he can be performing different actions defined by key frame animations.Īnimations are implemented as composite states. In this example, we will write a small application which animates the joints in a skeleton and projects a stickman figure on top. The Stickman example shows how to animate transitions in a state machine to implement key frame animations.
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