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Simon nous apporta ses lumieres en ce 2007/08/07 04:24:
> Hi all,
>
> wonder if someone can suggest some methods for dealing with this:
>
> Currently: Whenever I want to have multiple steps in a scene, I do something
> like the following:
>
> #declare Steps = 10;
> #declare Step = floor(Steps*clock);
> #declare Clock = mod(clock*Steps,1);
>
> #if(Step=0)
> //Some rules for step 0 of the animation
> #else
> //Some rules for after step 0, usually keeping an object stable
> #end
>
> As you can imagine, this becomes cumbersome very quickly if an object is
> doing different things in each step - and it means a lot of nested IFs. In
> the demo above, the steps are all of even Length, but that is easily
> resolved with a bit of logic and an array.
>
> An alternative that sprang to mind was just to copy/paste into multiple
> scenes but that means that if I decide to change something in a previous, I
> have to propogate my changes up and down the timeline - also cumbersome.
>
> Any pointers would be greatly appreciated
>
> (whilst writing this I realised there should be a switch statement of some
> kind and *tada* there is - but still, if anyone has any suggestions, please
> let me know)
>
>
Take a look at the #switch(...) #case(...) #range(...) #break structure.
3.2.2.6.3 The #switch, #case, #range and #break Directives
--
Alain
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My bologna has a first name.
Oscar Mayer
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