sorry, tl;dr 

however, the ClutterAnimation API (and therefore
clutter_actor_animate()) is deprecated since 1.11 in favor of the 
new implicit animation API that is available since 1.10.
How to use this API is documented here:
http://docs.clutter-project.org/docs//clutter/1.10/ClutterActor.html

In case you're stuck with an older version of clutter, you can create
multiple ClutterAnimation instances yourself. AFAIK you're a Python
user, so take a look at
http://netbuz.org/git/pyclutter/tree/introspection/Clutter.py?h=wip/introspection#n565
to get a clue how to work with multiple Clutter.Animation instances.

so long

:wq buz



On Sun, May 06, 2012 at 04:49:47PM +0200, Moritz Renftle wrote:
> 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
> 
> 
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> clutter-app-devel-list@clutter-project.org
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