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Created page with "IdleAnim is a strange and specific animation case that is used on service depots in RA2 (in TS this tag didnt exist). Service depots used 3 special anims to play certain repai..."
 
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IdleAnim is a strange and specific animation case that is used on service depots in RA2 (in TS this tag didnt exist). Service depots used 3 special anims to play certain repairing animations and when no repairing animation was in progress it used its IdleAnim as a way to avoid layering issues. Then in YR, IdleAnim logic was expanded to handle two more cases; the first case is on the yuri conyard- the idle anim works in tandem with the production anim in order to render the conyard's crane correctly. The second case is the soviet industrial plant, which for completely unknown reasons, seems to have been hardcoded to play its idle animation like an active anim.
IdleAnim is a specific animation case that was first used on service depots and conyards in RA2. Service depots used 3 special anims to play certain repairing animations and when no repairing animation was in progress it used its IdleAnim as a way to avoid layering issues. IdleAnim logic was also used to handle the cranes animations of conyards in much the same way except in tandem with the building's production animation.
 
In yuri's revenge the logic was built onto several more times. For the Yuri grinder, it works in tandem with the special anim to properly layer the animations, with the addition of a second idle anim which also plays only while the building is not 'grinding'. For the bio reactor, the active anims were hacked to play the empty/full frames and in turn the idle anim was hacked to play the active anim. For the industrial plant and the slave miner both, the idle anim is used to play an active anim though no additional logic is attached, hinting at some cut content related to the buildings.
 
 
Basically, IdleAnim was a patch animation case included to fix some specific animation issues attached to new building logics, and then repeatedly hacked to support more building logics. In this way, IdleAnim is much like [[SpecialAnim]]

Latest revision as of 14:35, 22 August 2021

IdleAnim is a specific animation case that was first used on service depots and conyards in RA2. Service depots used 3 special anims to play certain repairing animations and when no repairing animation was in progress it used its IdleAnim as a way to avoid layering issues. IdleAnim logic was also used to handle the cranes animations of conyards in much the same way except in tandem with the building's production animation.

In yuri's revenge the logic was built onto several more times. For the Yuri grinder, it works in tandem with the special anim to properly layer the animations, with the addition of a second idle anim which also plays only while the building is not 'grinding'. For the bio reactor, the active anims were hacked to play the empty/full frames and in turn the idle anim was hacked to play the active anim. For the industrial plant and the slave miner both, the idle anim is used to play an active anim though no additional logic is attached, hinting at some cut content related to the buildings.


Basically, IdleAnim was a patch animation case included to fix some specific animation issues attached to new building logics, and then repeatedly hacked to support more building logics. In this way, IdleAnim is much like SpecialAnim