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[ExampleObject]
Graphic = ExampleGraphic1
AnimationSet = ExampleAnimationSet
[ExampleGraphic1]
Text = ExampleText1
Color = (0, 0, 0)
[ExampleGraphic2]
Text = ExampleText2
Color = (0, 0, 0)
[ExampleText1]
String = HELLO
Font = Font1
[ExampleText2]
String = WORLD
Font = Font1
[ExampleAnimationSet]
AnimationList = ExampleAnimation
LinkList = ExampleLink
[ExampleAnimation]
DefaultKeyDuration = 0.1
KeyData1 = ExampleGraphic1
KeyData2 = ExampleGraphic2
[ExampleLink]
Source = ExampleAnimation
Destination = ExampleAnimation
[ExampleObject]
Graphic = ExampleGraphic1
AnimationSet = ExampleAnimationSet
[ExampleGraphic1]
Texture = hello.png
[ExampleGraphic2]
Texture = world.png
[ExampleAnimationSet]
AnimationList = ExampleAnimation
LinkList = ExampleLink
[ExampleAnimation]
DefaultKeyDuration = 0.1
KeyData1 = ExampleGraphic1
KeyData2 = ExampleGraphic2
[ExampleLink]
Source = ExampleAnimation
Destination = ExampleAnimation
Comments
Animations aren't supported for text objects yet but I think it should be pretty straightforward to add this. I'll investigate. In the meantime, I'd suggest using a track in order to accomplish what you want as it's less verbose and much more flexible:
Of course the track could retrieve the different text parts from config instead of having them "hardcoded".
Something like:
You can change the content of ExampleObject.StringList at will, even during runtime (though if you remove words, the "==" test might fail in some cases and you'd need an extra command in the tracklist (min) before doing the comparison).
In the same time, I also added flipping support for objects using a text graphic.
Haven't used the track feature at all yet but it looks extremely useful to me. Always good to have different options.
As for the timeline/tracks, here's a more detailed summary of that feature.