3D Lingo Dictionary > O-S > play() |
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play()
Syntax
member(whichCastmember
).model(whichModel
).bonesPlayer.play() member(whichCastmember
).model(whichModel
).keyframePlayer.play() member(whichCastmember
).model(whichModel
).bonesPlayer.play(motionName
{,looped
,startTime, endTime, scale, offset
}) member(whichCastmember
).model(
whichModel
).keyframePlayer.play(motionName
{,looped
,startTime, endTime, scale, offset
})
Description
3D #keyframePlayer
and #bonesPlayer
command; initiates or unpauses the execution of a motion.
When a model's motion has been initiated or resumed by using this command, the model's bonesPlayer.playing
property will be set to TRUE
.
Use play()
with no parameters to resume the execution of a motion that has been paused with the pause()
command.
When play()
is called and only the motionName
parameter is specified, the motion will be executed by the model once from beginning to end at the speed set by the modifier's playRate
property.
The optional parameters of the play
command are as follows:
looped
specifies whether the motion plays once (FALSE
) or continuously (TRUE
).
startTime
is measured in milliseconds from the beginning of the motion. When looped
is TRUE
, the first iteration of the loop begins at offset
and ends at endTime
with all subsequent repetitions of the motion beginning at startTime
and end at endTime
.
endTime
is measured in milliseconds from the beginning of the motion. When looped
is FALSE
, the motion begins at offset
and ends at endTime
. When looped
is TRUE
, the first iteration of the loop begins at offset
and ends at endTime
with all subsequent repetitions beginning at startTime
and end at endTime
. Set endTime
to -1 if you want the motion to play to the end.
playRate
is multiplied by the model's #keyframePlayer
or #bonesPlayer
modifier's playRate
property to determine the actual speed of the motion's playback.
offset
is measured in milliseconds from the beginning of the motion. When looped
is FALSE
, the motion begins at offset
and ends at endTime
. When looped
is TRUE
, the first iteration of the loop begins at offset
and ends at endTime
with all subsequent repetitions beginning at startTime
and end at cropEnd
. You can alternately specify the offset
parameter with a value of #synchronized
in order to start the motion at the same relative position in its duration as the currently playing animation is through its own duration.
Using the play()
command to initiate a motion inserts the motion at the beginning of the modifier's playlist. If this interrupts playback of another motion, the interrupted motion remains in the playlist in the next position after the newly initiated motion. When the newly initiated motion ends (if it is non-looping) or if the playNext()
command is issued, the interrupted motion will resume playback at the point where it was interrupted.
Example
This command causes the model named Walker to begin playback of the motion named Fall. After playing this motion, the model will resume playback of any previously playing motion.
sprite(1).member.model("Walker").bonesPlayer.play("Fall", 0, 0, -1, 1, 0)
This command causes the model named Walker to begin playback of the motion named Kick. If Walker is currently executing a motion, it is interrupted by Kick and a section of Kick will play in a continuous loop. The first iteration of the loop will begin 2000 milliseconds from the motion's beginning. All subsequent iterations of the loop will begin 1000 milliseconds from Kick's beginning and will end 5000 milliseconds from Kick's beginning. The rate of playback will be three times the playRate
property of the model's bonesPlayer
modifier.
sprite(1).member.model("Walker").bonesPlayer.play("Kick", 1, 1000, 5000, 3, 2000)
See also
queue()
, playNext()
, playRate
, playlist
, pause()
, removeLast()
, playing
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