Configuring and Loading an Animation

Candera Animation Concept 
 The following key concepts are required to run animations in a Candera application: 
 
 
 
 
 Candera::Animation::AnimationPlayer provides the control interfaces (use Candera::Animation::AnimationGroupPlayer for animation groups) 
 Candera::Animation::AnimationTimeDispatcher dispatches the current world time to animations; animations can also query the current world time from the dispatcher 
 Candera::Animation::AnimationKeyframeSequence configures proper animation values for each time point of an animation. 
 Candera::Animation::InterpolationStrategy specifies for a key frame sequence, how values between several key frames shall be calculated. 
 Candera::Animation::AnimationPropertySetter applies animation values to animated properties 
 
 
 
 
 In SceneComposer, animations can be configured in the AnimationDesign view: 
 
 
 
 
 Create a new animation - New Animation in SceneComposer User Manual 
 Select a node property to animate - Add Animated Property in SceneComposer User Manual 
 Specify the key frame sequence including property values and interpolation strategy - Animation Values in SceneComposer User Manual 
 
 
 
 
 It is also possible to import an animation to SceneComposer from a content generation tool via FBX format - How to Import Resources in SceneComposer User Manual 
 
 Configuring Animation Player 
 In the Player or in an application, the animation can be retrieved from the generated asset by specifying its Candera name (e.g. MyModule#Animations#Animation ). 
 AssetProvider* assetProvider = GetAssetProvider();
 m_animPlayer = assetProvider->GetAnimation(m_animName);
 
 
 
 
 
 
 
 
 
 In SceneComposer the animation can be retrieved from AssetProvider only if it was previously loaded in the scene. A better way to access it directly is to define it as a widget property. 
 
 
 
 
 
 
 
 // Define Animation property
 CdaProperty(Animation,Candera::Animation::AnimationPlayer::SharedPointer, GetAnimation, SetAnimation)
 CdaDescription("Animation")
 CdaPropertyEnd ()
 // End Define Animation property
 
 
 Next, as already explained in Initializing AssetLoader and Animations , an instance of Candera::Animation::AnimationTimeDispatcher is needed to provide current world time to animations. 
 For this, the new animation player must be added to the Candera::Animation::AnimationTimeDispatcher instance maintained by the application. 
 // Add player to time dispatcher

 Animation::AnimationTimeDispatcher::SharedPointer timeDispatcher = GetAnimationTimeDispatcher();
 if (timeDispatcher == 0) {
 return;
 }
 static_cast<void>(timeDispatcher->AddPlayer(m_animPlayer));

 // End Add player to time dispatcher
 
 
 Now the animation player is ready to be used.