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