Bluefish444 Create3D Bedienungsanleitung Seite 89

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By writing a script you can minimize the number of Imports for a template or at the very least
keep the Imports as simple for the operator of NemoPlay as possible. It is not at all rare that
several data you need to change for a certain animation contained in an Action are not
independent of each other or there is a common condition that determines their value. In these
cases it could be hugely beneficial if you only need to Import that condition (with simple values
like 1,2,3,4,etc.) and set all properties and values in the template accordingly.
Here is an example: you have a Text object with many lines of text that you want to display by
breaking it down to pages that contain only a certain number of lines. You can use the Top and
Bottom Clipping Planes to achieve this by defining the top and the bottom of a window inside
which the Text object is visible.
But you still need to set the TranslateY property of the Text object to move to a place where only
the appropriate lines are visible. In fact, it is probably best to use a Keyframe animation on
TranslateY that takes two Keyframes. One for the starting point of the animation and another for
the end point. This means two non-integer numbers for the operator of NemoPlay to type in.
Nearly impossible or at least very tedious.
One possible workaround is to create as many Actions as there are pages in the text. This way
the operator of NemoPlay need only to play back the appropriate Action. This is still risky if you
cannot know at design time how many pages of text may be needed. With a User Script, one
Action is perfectly enough and it needs only one Import: the number of the page you want your
text to be displayed. The User Script would look something like this (in C#):
switch (Import_Pagenumber)
{
case 1:
Keyframe1_Value=0.5;
Keyframe2_Value=1.5;
break;
case 2:
Keyframe1_Value=1.5;
Keyframe2_Value=2.5;
break;
case 3:
Keyframe1_Value=2.5;
Keyframe2_Value=3.5;
break;
//etc.
}
Although this is only “pseudo-code” because the naming of your variables is a little more
complicated than that. You have to name the data you want to use in your script as variables –
not surprisingly - in the top window named variables. There are various types of data that you
might like to use or change with your script:
1. Object property
2. Material property
3. Texture property
4. Keyframe value
5. Import value
In case of Object/Material/Texture properties there is one limitation. As variables you can only
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