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Model animation system#2331

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RainWarrior merged 1 commit intoMinecraftForge:masterfrom
RainWarrior:model-animation
Jan 24, 2016
Merged

Model animation system#2331
RainWarrior merged 1 commit intoMinecraftForge:masterfrom
RainWarrior:model-animation

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@RainWarrior
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Continuation of #2308. Creating a new PR due to 1.8.X moving to the master branch.
WIP, making a PR for much needed feedback.
neither API nor actual json formats are finalized.
Related: #2163

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This confused me when I saw it in context. I honestly thought it was a Null Parameter from it's name.

Can I suggest this be PassthroughParameter or something to that effect.

@RainWarrior RainWarrior added the Feature This request implements a new feature. label Jan 6, 2016
@RainWarrior RainWarrior self-assigned this Jan 6, 2016
@RainWarrior RainWarrior added the RFC This request aims to gather opinions on something that may or may not be planned for the future. label Jan 6, 2016
@RainWarrior RainWarrior force-pushed the model-animation branch 2 times, most recently from d9f4ece to 0481339 Compare January 17, 2016 17:18
@AtomicBlom
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In order to support advanced use cases, as we have in SteamNSteel, it would be idea if the animation system could support the following:

Triggers
Textual strings sent to a callback via the AnimationStateMachine

Specifying Timeframes in terms of FPS
ITimeValue that wraps clip times, dividing by FPS.

Start an animation, pretending that the world time is offset to 0
I.e, go from a static state to a moving state immediately.

Upon finishing a non-looping clip, auto-transition to another.

@RainWarrior RainWarrior force-pushed the model-animation branch 2 times, most recently from 56f39e8 to 66b0ee3 Compare January 24, 2016 06:59
Main things of interest:
  * IAnimationStateMachine - state machine for animations; can load
    from json.
  * AnimationTESR - automatic TESR for animated models.
  * AnimationModelBase - same for entities.
  * ITimeValue - time-varying value, used to control animation
    parameters from code.

  * TESRs can now be batched - look at TESR.renderTileEntityFast +
    TE.hasFastRenderer.
  * RegionRenderCache is not accessible to TESRs and other client-side
    logic - MinecraftForgeClient.getRegionRenderCache.
RainWarrior pushed a commit that referenced this pull request Jan 24, 2016
@RainWarrior RainWarrior merged commit e9be247 into MinecraftForge:master Jan 24, 2016
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3 participants