thanks again for your response :)
yes you're right i'm doing the work with python.
i'm using the new implicit animation API now, it is much more convenient
overall.
but there is one problem remaining: how can i make the animation loop
infinitely? i tried:
<<<
def rotate(self):
self.save_easing_state()
self.set_easing_duration(self.y_duration)
self.set_easing_mode(Clutter.AnimationMode.EASE_IN_OUT_QUAD)
self.set_rotation(Clutter.RotateAxis.Y_AXIS, 360.0, 0, 0, 0)
self.restore_easing_state()
self.get_transition("rotation-angle-y").set_repeat_count(-1)
>>>
which will rotate the actor only once.
cheers,
moritz
Am Montag, den 07.05.2012, 00:02 +0200 schrieb Bastian Winkler:
> 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
> >
> >
> > _______________________________________________
> > clutter-app-devel-list mailing list
> > [email protected]
> > http://lists.clutter-project.org/listinfo/clutter-app-devel-list
>
> _______________________________________________
> clutter-app-devel-list mailing list
> [email protected]
> http://lists.clutter-project.org/listinfo/clutter-app-devel-list
_______________________________________________
clutter-app-devel-list mailing list
[email protected]
http://lists.clutter-project.org/listinfo/clutter-app-devel-list