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tap to trigger billboard and 3d animations; 2D and 3D animation states in state manager

  • Hi Deb,

    Are you using your own state manager system? At a high level, what you probably want to do is add an input for your animation's AnimationMixer in the state manager

    // @input Component.AnimationMixer animationMixer

    then when you enter the state, tell the animation mixer to play: 

    script.animationMixer.setWeight("AnimationLayerName", 1.0);
    script.animationMixer.start("AnimationLayerName", 0.0, -1.0);

    You can take a look at for more information on playing 3D animation.

    Can't wait to see what you make!


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  • Hey Jon,  finally trying this and it almost works.  I want to have the 3D character animate, then once the animation finishes, I want a 2D sprite billboard to spring down.  The billboard stays up for 5 seconds, then goes away, then the whole thing starts again.  I'm almost there but getting an error.  Can you help?


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  • Hi Deb! 

    What error are you getting? 

    Creating the Billboard Animation

    One way you can do this is to use the Tween system which will allow you to animate your billboard up and down based on time. 

    Once you've imported the tween.lso found in the zip, you can select your billboard and in the Inspector panel: Add New > Script. Then select Tween > TweenTypes > TweenBillboard. 

    Then you can add different parameter to set how your billboard animates. I did something like the following to get the billboard to drop from out of the screen and have an elastic effect. Take a look at the guide above for more information.  

    You can add another script with TweenBillboard to do your outro animation. Don't forget to fill in 5.0 in the delay field so that the animation plays after 5 seconds.

    Since we want to play these tweens after the 3D animation ends, uncheck "Play Automatically". Then, for both of these tweens, you'll want to give it a name we can call it in script, like "billboard-in" and "billboard-out".  

    Calling the animation

    Finally, in the script where you play your animation, we can get a reference to this billboard object with the tween script. 

    // @input SceneObject billboard

    Then where we have the animation play, we can use "startWithCallback". Take a look at for additional information. 

    script.AnimationMixer.startWithCallback(script.IdleAnimLayer, 0, 1, function () {
    global.tweenManager.startTween(script.billboard, "billboard-in");
    global.tweenManager.startTween(script.billboard, "billboard-out");

    So your final script should look something like: 

    // @input Component.AnimationMixer AnimationMixer
    // @input string IdleAnimLayer

    // @input SceneObject billboard

    script.AnimationMixer.startWithCallback(script.IdleAnimLayer, 0, 1, function () {
    global.tweenManager.startTween(script.billboard, "billboard-in");
    global.tweenManager.startTween(script.billboard, "billboard-out");

    Let me know if I can clarify anything. Don't forget to share what you come up with :)



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