Wasp3D: Guide For Animation Set
Wasp3D: Guide For Animation Set
Wasp3D: Guide For Animation Set
ANIMATION SET - is a tool which allows us to apply the stored animation track of one object to
multiple objects or multiple groups. It also enables us to change the co-ordinates of the objects or
groups even when they are lying in a different 2D or 3D space co-ordinates. The best use of
animation sets could be interactive graphics , trigger templates , etc..
To create an animation set you have to right click on Default then click on Create AnimTrack
to open up a window where you will assign the animation set name , type and absolute or relative.
Type - A 'float' variable may contain decimal values other than integer, and may also be
expressed as scientific notation.
Absolute
STEP 2
Create your basic animation for the respective group. Now as you can see we have two buttons on
the right handside corner. Button A will bring the TEAM A group forward in a way of highlighting
it and Button B will do the same for TEAM B group. Now we will create the respective animation
set for the two groups.
First We will create animation key on any one of the group as per the action is required in our
case the action required is bringing the group forward in way of highlighting it. Once this part is
done then we will go to the SRTV panel of the particular group on which the animation is created.
Then we will right click on that particular track which can be translation, rotation, scale and
visibility, here in our case its translation so we will right click on it and then a pop up window will
open from which we will click on the animation set tab. The below image gives us a clear
explanation of the following .
Second A window will pop up where we will assign the animation set name in the Track Name
column. Check on absolute box if you want the animation keys to pick the same co-ordinates as you
have assigned . In our case we have given the AnimationSet name as Team A_TransFWD and check
on absolute box. The below image helps to understand the same.
STEP 3
Like this we will create another animation set to make the group object go back to its original
position from the same animation track keys and name it as TeamA_TransBACK. Repeat the same
steps for the Team B group . In the end we will have four animation set track names which are Team A_TransFWD, TeamA_TransBACK, TeamB_TransFWD and TeamB_TransBACK. For the
TeamA_TransBACK just interchange the animation keys so that it goes back to its original position.
Repeat the same step for TeamB_TransBACK. The below image explains clearly.
STEP 4
Now we will assign the animation set actions to the buttons. We will go to the hierachy window and
select the Button A object (i.e the sphere), right click on it go to events and click on On Mouse
Change tab. The below image shows the same.
STEP 5
On clicking on the On Mouse Change tab another window will open where you need to apply the
animation set control. Click on Tap(gesture) tab on top then on the left-hand side go to the Actions
underneath it select the Anim Set then click on Stop AnimSet. In the middle window select the
animation set name you want to stop , check off retain transform and select from Transform the
translation and finally associate the target on which the action is supposed to happen and click on
add. In our case we have to select the Team A_TransFWD from the animation sets and select the
target TeamA_GRP. Repeat the same steps to stop for all the animation set names. The below
image will help you understand it more clearly.
STEP 6
In the same way stop all the AnimSets and then assign Play AnimSet to the group you need to play.
In our case we will apply it on the TeamA_GRP.
B : Final Output
STEP 1
Final output of the scene can be visible once its played from the sting client on to the server . The
action which will happen on the two buttons is shown in the below image. When I click on A button
the Team A group will come forward and same action in the case of B button.