I have a .dae model with a long animation. The animation includes segments of walking, running, hitting, death, etc. I know the frame numbers of the start and end of each segment. I also know the frame per second rate. So getting the time of the start and end of each segment is pretty easy.
I can get the full animation as a SCNAnimationPlayer object. What I’ve been experimenting with is making a copy of the full animation and then setting the timeOffset and duration of the animation.
let walkPlayer = fullPlayer.copy() as! SCNAnimationPlayer
walkPlayer.stop()
walkPlayer.animation.timeOffset = walk.offset
walkPlayer.animation.duration = walk.duration
I then add the walkPlayer back to the Bip01 node (where I got the full animation from).
I can play the walk easily enough by calling animationPlayer(forKey:"walk")?.play()
I can change the duration and other aspects of the animation easily enough. But the animation always starts at frame 0. Whatever value I put into .timeOffset, it just gets ignored.
How can I play from a start frame to an end frame of an SCNAnimation found in SCNAnimationPlayer?
The key bit was to find
CAAnimation(scnAnimation: animation)
and
SCNAnimation(caAnimation: animation)
Once I found these then I could use CAAnimationGroup to “crop” the full animation.
Here’s my Troll.swift that I was working on. There is, of course, much to do but now I can at least make the poor beast walk and die.
class Troll: SCNNode {
var body:SCNNode!
static func timeRange(forStartingAtFrame start:Int, endingAtFrame end:Int, fps:Double = 30) -> (offset:TimeInterval, duration:TimeInterval) {
let startTime = self.time(atFrame: start, fps: fps) //TimeInterval(start) / fps
let endTime = self.time(atFrame: end, fps: fps) //TimeInterval(end) / fps
return (offset:startTime, duration:endTime - startTime)
}
static func time(atFrame frame:Int, fps:Double = 30) -> TimeInterval {
return TimeInterval(frame) / fps
}
static func animation(from full:CAAnimation, startingAtFrame start:Int, endingAtFrame end:Int, fps:Double = 30) -> CAAnimation {
let range = self.timeRange(forStartingAtFrame: start, endingAtFrame: end, fps: fps)
let animation = CAAnimationGroup()
let sub = full.copy() as! CAAnimation
sub.timeOffset = range.offset
animation.animations = [sub]
animation.duration = range.duration
return animation
}
func load() {
guard let trollScene = SCNScene(named: "Models.scnassets/troll/troll.dae") else {
fatalError("Can't load the scene")
}
guard let troll_body = trollScene.rootNode.childNode(withName: "troll", recursively: true) else {
fatalError( "found no troll")
}
guard let troll_weapon = trollScene.rootNode.childNode(withName: "troll_weapon", recursively: true) else {
fatalError( "found no troll_weapon")
}
guard let troll_bracelet = trollScene.rootNode.childNode(withName: "troll_bracelet", recursively: true) else {
fatalError( "found no troll_bracelet")
}
guard let bips = trollScene.rootNode.childNode(withName: "Bip01", recursively: true) else {
fatalError( "found no Bip01")
}
guard let fullKey = bips.animationKeys.first else {
fatalError( "Bip01 got no animation")
}
guard let fullPlayer = bips.animationPlayer(forKey: fullKey) else {
fatalError( "Bip01 got no player for \(fullKey)")
}
let fullAnimation = CAAnimation(scnAnimation: fullPlayer.animation)
self.addChildNode(troll_body)
self.addChildNode(troll_weapon)
self.addChildNode(troll_bracelet)
self.addChildNode(bips)
self.body = bips
self.body.removeAllAnimations()
let walkAnimation = Troll.animation(from: fullAnimation, startingAtFrame: 10, endingAtFrame: 60)
walkAnimation.repeatCount = .greatestFiniteMagnitude
walkAnimation.fadeInDuration = 0.3
walkAnimation.fadeOutDuration = 0.3
let walkPlayer = SCNAnimationPlayer(animation: SCNAnimation(caAnimation: walkAnimation))
self.body.addAnimationPlayer(walkPlayer, forKey: "walk")
let deathAnimation = Troll.animation(from: fullAnimation, startingAtFrame: 1810, endingAtFrame: 1850)
deathAnimation.isRemovedOnCompletion = false
deathAnimation.fadeInDuration = 0.3
deathAnimation.fadeOutDuration = 0.3
let deathPlayer = SCNAnimationPlayer(animation: SCNAnimation(caAnimation: deathAnimation))
self.body.addAnimationPlayer(deathPlayer, forKey: "death")
self.scale = SCNVector3(0.1,0.1,0.1)
}
func walk() {
print( "+++ walk +++" )
self.body.animationPlayer(forKey: "walk")?.play()
}
func death() {
print( "+++ death +++" )
self.body.animationPlayer(forKey: "walk")?.stop(withBlendOutDuration: 0.3)
self.body.animationPlayer(forKey: "death")?.play()
}
}
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