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DX11 PLAY OBJECT ANIMATION

Plays the animation associated with the given object, if any. If no animation is set for the given object this function will have no effect.
Once an object is playing / looping, DX11 SET OBJECT ANIMATION should be used to change the animation.
Calling this function when the object's animation is already playing will restart the animation.
Use DX11 RESUME OBJECT ANIMATION to continue playing an animation from where it was previously stopped.
You can optionally set a range of frames to play within the animation. If omitted the entire animation will be played / looped.
If the firstFrame number is higher than the lastFrame number, the animation will be reversed such that it will play backwards from
the last frame towards the first frame (and then wrapping around back to the last frame if looping).

Syntax

    DX11 PLAY OBJECT ANIMATION obj, loop, [limb], [ignoreChildren], [firstFrame], [lastFrame], [initialFrame]

Parameters

    obj

> Dword
> The object to play the currently set animation of.

    loop

> Boolean
> Set to true to have the animation loop or false to have it play through once and then stop.

    [Optional] limb

> Dword
> Set to the limb (joint / bone) to play the set animation for. Defaults to the root node if omitted / set to null.

    [Optional] ignoreChildren

> Boolean
> If set, only the specified limb will have its animation played / restarted. Defaults to false in which case the specified limb and all its child limbs will have their animations play.

    [Optional] firstFrame

> Dword
> Defines the frame of the object's animation to start playing at. Will also wrap around back to this frame if looping. If not set the animation will start at its first frame (0).

    [Optional] lastFrame

> Dword
> Defines the frame of the object's animation to stop playing / wrap around back to the first frame at if looping. If not set the last frame of the underlying animation will be used.

    [Optional] initialFrame

> Dword
> The animation will start playing from this frame. If looping, it will wrap around back to the first frame; the initial frame is just where it first starts playing at.

Returns

This function does not return a value.

See also

ANIMATION Functions Menu
DX11 Function Categories