hi again, after some more googling i found this document: http://chrislord.net/files/guadec09/outline
which says: <<< Chaining together multiple animations Doing multiple animations that can't be done in a single animate call complicates things slightly. You'd probably come across this if you want to have animations on the same actor that start and end at different times. There are various ways of doing this, and how you've implemented your application and/or actors may affect which method you want to pick. One method is to attach to the end of the singleton animation and start any new animation necessary at the end of the last phase inside the completed callback. The benefit of this is that interrupting the animation is easy and you don't have to manage the lifetime of any objects, but this is only feasible when your multi-part animation can easily be broken up into distinct steps. [chain-anim-1.c] Using clutter_animation_new, you can create your own animation objects. These won't conflict with the actor's animation singleton, which can be used at the same time if so desired. In conjunction with clutter_timeline_set_delay, it's possible to create whichever animations you need, tell them to start when you need them, and that way you can start off a chain of animations from a single function with no callbacks. [chain-anim-2.c] Any animations you create yourself, you'll need to manage, however. So that means unref'ing them if you don't plan on reusing them. One further method is to somewhat combine the last two methods, by using multiple animation objects and a single master timeline that controls when you start each phase of the animation. This has the same drawbacks of the first method, perhaps even more so, but in some situations can make your animation easier to reverse. >>> so is this still up to date? would i either have to connect to the "completed" signal of the animation or create the animations myself? cheers, moritz Am Sonntag, den 06.05.2012, 00:54 +0200 schrieb Moritz Renftle: > Hi folks, > > my problem: i need to apply two independent animations to an actor: > 1. turn around the z-axis infinitely within a given interval > 2. ADDITIONALLY turn around the y-axis infinitely with a different speed, > different mode ... at the same time > > this works using the deprecated clutter.behaviour stuff, but i'd like to use > implicit animations instead. > i tried: > actor.animatev(mode1, axis1, duration1, ...) > actor.animatev(mode2, axis2, duration2, ...) > > this doesn't bring the expected result, it seems like the two animations are > getting mixed up, sharing one timeline and one animation mode, as the two > movements happen in sync. > furthermore, i need to be able to add the y-axis-rotation some time after the > z-axis-rotation, e.g. when the user clicks the actor. > but doing this using the second line of the code above will actually reset > the current animation to the starting point and then start the "mixed" > animation. > > is there a solution for this problem? apart of using behaviours? > > thanks for your support, > moritz _______________________________________________ clutter-app-devel-list mailing list clutter-app-devel-list@clutter-project.org http://lists.clutter-project.org/listinfo/clutter-app-devel-list