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authorMirceaKitsune <sonichedgehog_hyperblast00@yahoo.com>2012-10-25 23:29:07 +0300
committerPerttu Ahola <celeron55@gmail.com>2012-11-25 18:14:15 +0200
commitfb0c43186422ad985e70f73bc70eeb07cc194909 (patch)
tree2e02bdbe9e9abb6d2ee392ee895fa0b73f000f03 /doc
parent9c8ba427503cbf73f0263495a791656b905c2efc (diff)
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Allow the LUA API to set animations to meshes as well as the animation speed. Also update animations only when needed.
Support for animation blending, though for some reason it doesn't work. Don't enable animation transitions by default for many reaosons Object property to store individual bone positions. LUA can specify a bone name followed by a bone position. No functionality yet. Bone rotation to be added in the following commit Same system for bone rotation, plus a few other things I missed
Diffstat (limited to 'doc')
-rw-r--r--doc/lua_api.txt5
1 files changed, 5 insertions, 0 deletions
diff --git a/doc/lua_api.txt b/doc/lua_api.txt
index 84c86061f..2b2b6c6f1 100644
--- a/doc/lua_api.txt
+++ b/doc/lua_api.txt
@@ -1230,6 +1230,11 @@ Object Properties
visual = "cube"/"sprite"/"upright_sprite"/"mesh",
visual_size = {x=1, y=1},
mesh = "model",
+ animation_frames = {1, 1},
+ animation_speed = 15,
+ animation_blend = 0,
+ animation_bone_position = {"", {x=0, y=0, z=0}}, -- bone name followed by position vector
+ animation_bone_rotation = {"", {x=0, y=0, z=0}}, -- bone name followed by rotation vector
textures = {}, -- number of required textures depends on visual
spritediv = {x=1, y=1},
initial_sprite_basepos = {x=0, y=0},