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
> > clutter-app-devel-list@clutter-project.org
> > http://lists.clutter-project.org/listinfo/clutter-app-devel-list
> 
> _______________________________________________
> clutter-app-devel-list mailing list
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