ADOBE DIRECTOR 11.0
User Guide
362
•
Play list: The Bones player manages a queue of motions. The first motion in the play list is the motion that is
currently playing or paused. When that motion finishes playing, it’s removed from the play list and the next motion
begins. Motions can be added with
bonesPlayerOrKeyframePlayer
.play("run")
, which adds the motion to the
top of the list, or
bonesPlayerOrKeyframePlayer
.queue("motion")
, which adds it to the end of the list. Using
the
play
method starts the motion immediately. The motion previously at the beginning of the play list is halted
unless
autoBlend
is turned on. When you use
queue
, the motion is added to the end of the play list. Motions are
removed from the play list automatically when they are complete. You can remove them explicitly by using
bonesPlayer.playNext()
.
•
Motion blending: If
autoblend
is
TRUE
, an ending motion blends smoothly into the next motion using the
bonesPlayerOrKeyframePlayer
.blendTime
property to determine how long the blend should be. You can
control this manually by setting
bonesPlayerOrKeyframePlayer.autoBlend
to
FALSE
and using
bonesPlayerOrKeyframePlayer
.blendFactor
to control the blend frame by frame.
•
Motion mapping: You can create new motions by combining existing motions. For example, a walking motion
could be combined with a shooting motion to produce a walk-and-shoot motion. This is available only with Bones
player animations.
You can add the Keyframe player modifier at runtime to a model created in Director, but you cannot add the Bones
player modifier at runtime. The Bones player modifier is automatically attached to models with bones
animation exported from a 3D-modeling application. Since the required bones information can’t be assigned in
Director, it has to exist before the model is imported into Director.
Bones player methods
Use the following methods to work with bones animations:
Method
Description
Returns
whichModel
.bonesPlayer.
play(
“name”, looped, startTime,
endTime, playRate, timeOffset
)
Plays the motion named
name
starting at the
time
timeOffset
, with the currently playing
motion being pushed down the play list. If
looped
is
FALSE (0)
, the preceding motion
begins again when this motion completes.
StartTime
can be an integer number of milli-
seconds, or it can be the symbol
#synchronized
. Use
#synchronized
to start
this new motion at the same relative time offset
to its total duration as the currently playing
motion is to its total duration. The
playRate
parameter indicates how fast to play the
motion. A value of 2 doubles the speed of the
motion. This value is multiplied by the value of
the
bonesPlayer.playRate
property.
If blending is enabled, blending begins the
instant
play()
is called.
Nothing.
whichModel
.bonesPlayer.
playNext()
Ends the currently playing motion, removes it
from the play list, and begins the next motion.
if blending is enabled, blending begins the
instant
playNext()
is called.
Nothing.