Object Animation โ
Start or stop animations on an Animesh object.
The Animation action for Animesh: plays skeletal animations on a rigged mesh object (a pet, a mannequin, a creature) instead of on the avatar.
Fields โ
| Field | Required | What to enter |
|---|---|---|
Action | Yes | Start, Stop, Stop all and start, Stop all. |
Animation | except Stop all | Pick from the Animations tab, or type the exact name. |
Notes โ
- The object running the function must be the animesh object and hold the animation in its Content. That means the animesh needs its own project (
*BUILD+*FUNCTIONS), with buttons on it or commands from a HUD. - The object must have Animated Mesh enabled in the build tool (Features tab).
- No permission dialog is involved.
- Stop all stops every animation currently playing on the object.
Example: a HUD-controlled pet โ
- Project A: the pet (animesh) with a
Receive Commandeventsitโ Object Animation Stop all and start "pet_sit", and anotherwalkโ "pet_walk". - Project B: the HUD with two buttons, each sending the command
sitorwalkto the pet target.
Details in HUD-to-Object Commands.