entity - entity handle
first_frame - first frame of anim sequence to extract last_frame - last frame of anim sequence to extract anim_seq (optional) - anim sequence to extract from. This is usually 0, and as such defaults to 0. |
This command allows you to convert an animation with an MD2-style series of anim sequences into a pure Blitz anim sequence, and play it back as such using Animate. |
mesh=LoadAnimMesh( base_mesh$ ) ;anim sequence 0.
ExtractAnimSeq( mesh,0,30 ) ;anim sequence 1: frames 0...30 are 'run' ExtractAnimSeq( mesh,31,40 ) ;anim sequence 2: frames 31...40 are 'jump' etc etc... Animate mesh,3,1,2 ;play one-shot jump anim |