Actor Animation API

Function CreateActorAnimation(actor, start_frame, end_frame, speed)

Sub SetActorAnimation(actor, animation, num_loops)

Sets the current animation for an actor to start playing.

Notes on num_loops:

  • num_loops is the number of times to loop the animation after its done playing. To play the animation once, set num_loops to 0.
  • To loop an animation infinitely, set num_loops to -1.

Sub SetActorAnimationSpeed(actor, animation, speed)

Set the FPS of an actor animation.


Sub SetActorAnimationFrames(actor, animation, start_frame, end_frame)

Changes the frames that plays in an actor's animation.


Sub GetActorAnimationSpeed(actor, animation)

Returns actor’s animation speed in frames per second


Function GetActorCurrentAnimation(actor)

Returns the current animation set in an actor.

Note: Current animation will be 0 if the actor's frame was set with SetActorFrame().


Function GetActorAnimationStartFrame(actor, animation)

Returns the first frame in an actor’s animation.

See also

SetActorAnimationFrames()


Function GetActorAnimationEndFrame(actor, animation)

Returns the last frame in an actor’s animation.

See also

SetActorAnimationFrames()


Sub SetActorFrame(actor, frame)

Sets the current frame of an actor Note: This function will set the actor’s animation to 0 which is a default 1 frame animation that is created when the actor is created.

See also

GetActorFrame()


Function GetActorFrame(actor)

Returns the current frame number an actor is currently rendering.

See also

SetActorFrame(), GetActorAnimationFrame()


Function ActorAnimationIsPlaying(actor)

Returns true if an actor is currently playing an animation.

Note: If the number of loops in the animation is set to -1 then this will always be true since it does not return false until it plays the last frame in the last loop.


Function NumActorAnimationLoops(actor)

Returns the total number of loops the actor is set to repeat the animation for.


Sub SetActorMD2Animation(actor, anim)

Sets the current animation for an *.md2 model.

Possible Animations:

  • MD2_ANIMATION_STAND
  • MD2_ANIMATION_RUN
  • MD2_ANIMATION_ATTACK
  • MD2_ANIMATION_PAIN_A
  • MD2_ANIMATION_PAIN_B
  • MD2_ANIMATION_PAIN_C
  • MD2_ANIMATION_JUMP
  • MD2_ANIMATION_FLIP
  • MD2_ANIMATION_SALUTE
  • MD2_ANIMATION_FALLBACK
  • MD2_ANIMATION_WAVE
  • MD2_ANIMATION_POINT
  • MD2_ANIMATION_CROUCH_STAND
  • MD2_ANIMATION_CROUCH_WALK
  • MD2_ANIMATION_CROUCH_ATTACK
  • MD2_ANIMATION_BOOM

Sub SetActorMD2AnimationByName(actor, anim_name$)

Sets the current animation for an *.md2 model.


Sub DeleteActorAnimation(actor, animation)

Deletes an actor’s animation.


Function GetActorBoneCount(actor)

Returns the number of bones in an actor.

NOTE: This is only for actors that use skeletal animation (ie. *.b3d, *.x, *.ms3d, and actors created from Anim8or files)


Function GetActorBoneIndex(actor, bone_name$)

Returns a bone index based on its name.

NOTE: This is only for actors that use skeletal animation (ie. *.b3d, *.x, *.ms3d, and actors created from Anim8or files)


Function GetActorBoneName$(actor, bone_index)

Returns an actor's bone name.

NOTE: This is only for actors that use skeletal animation (ie. *.b3d, *.x, *.ms3d, and actors created from Anim8or files)


Function GetActorBonePosition(actor, bone_index, ByRef x, ByRef y, ByRef z)

Gets an actor's bone position.

NOTE: This is only for actors that use skeletal animation (ie. *.b3d, *.x, *.ms3d, and actors created from Anim8or files)


Function GetActorBoneRotation(actor, bone_index, ByRef x, ByRef y, ByRef z)

Gets an actor's bone rotation.

NOTE: This is only for actors that use skeletal animation (ie. *.b3d, *.x, *.ms3d, and actors created from Anim8or files)


Function GetActorBoneScale(actor, bone_index, ByRef x, ByRef y, ByRef z)

Returns the scale transform for an actor's bone.

NOTE: This is only for actors that use skeletal animation (ie. *.b3d, *.x, *.ms3d, and actors created from Anim8or files)


Function GetActorBoneRelativeTranform(actor, bone_index, t_matrix)

Stores the local transform of a bone in t_matrix.

NOTE: This is only for actors that use skeletal animation (ie. *.b3d, *.x, *.ms3d, and actors created from Anim8or files)


Function GetActorBoneAbsoluteTranform(actor, bone_index, t_matrix)

Stores the absolute transform of a bone in t_matrix.

NOTE: This is only for actors that use skeletal animation (ie. *.b3d, *.x, *.ms3d, and actors created from Anim8or files)