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ExtractAnimSeq
Narta Xaymar Dirks edited this page Oct 28, 2026
·
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ExtractAnimSeq:Int32 entity:Int32, first_frame:Int32, last_frame:Int32, anim_seq:Int32=0| Parameter | Mode | Type | Default | Description |
|---|---|---|---|---|
entity |
In | Int32 | required | The animated entity. |
first_frame |
In | Int32 | required | First frame of the clip. |
last_frame |
In | Int32 | required | Last frame of the clip. |
anim_seq |
In | Int32 | 0 |
Sequence to take the frames from. Defaults to 0. |
Returns: The number of the new sequence, or -1 if the entity has no animation.
Cuts a range of frames out of an existing sequence and makes it a sequence of its own, which is how you split one long animation, as MD2 files and many exporters produce, into walk, run and idle clips that can each be played with Animate.
; Split a long animation into clips; the frame numbers come from your model.
Graphics3D 320, 240, 0, 2
SetBuffer BackBuffer()
camera = CreateCamera()
light = CreateLight()
hero = LoadAnimMesh("hero.b3d")
PositionEntity hero, 0, -1, 5
walk = ExtractAnimSeq(hero, 1, 30)
run = ExtractAnimSeq(hero, 31, 50)
Animate hero, 1, 1, walk
While Not KeyHit(1)
If KeyHit(57) Then Animate hero, 1, 1, run
UpdateWorld
RenderWorld
Flip
WendAddAnimSeq, AnimLength, AnimSeq, AnimTime, LoadAnimSeq, MD2AnimLength, MD2AnimTime, SetAnimKey
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