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There are several animation controllers available for creating your desired look. They are played manually by the player, so the SceneDirector is not used.

All animations are optional.

 

Animation Order

Revealing initial data

A series of animations are played to reveal the first record.

^Reset, ^In, ^LoopOn, ^ContentIn, ^FirstLoop, ^PageTwo, ^Loop

Revealing remaining pages

If there is more data to display, only animate the components that have more data using:

^NextPage + ^MoreDataOn/^EndDataOn

Revealing the next record

There are three methods for showing the next record: the Update Method, Off/On Method, and the Scroll Method

Update Method

^Update, ^Loop
 

The update method is the recommended method for transitioning between data records. It required that there be "Version B" copies of each object, and the ^Update animation will transition from showing "Version A" of the objects to showing "Version B".

e.g. ^Story will be visible initially, but by the end of the animation, ^StoryB is visible and ^Story is hidden.

The additional requirement with this implementation is that the ^Loop animation resets the keyframes for the A/B versions on the first keyframe. This will appear transparent to the viewer.

e.g. At t=0 ^Story will be made visible and ^StoryB will become hidden.

Off/On Method

^ContentOut, ^ContentIn, ^FirstLoop, ^PageTwo, ^Loop
 

This method only requires one copy of each object, but will cause a brief period where there is no content on air as it prepares the next record. The current content is animated off using the ^ContentOff animation, then the new data is applied before starting the ^ContentIn animation.

Scroll Method

If the scene is a Scene Group, no ^Loop animation is needed. Instead, content will be continuously appended to the scroll.

Removing the last record

^ContentOut, ^LoopOff, ^Out

Changing topics

^TopicChange + ^SubtopicChange 

^TopicChange is ran whenever the kind of content (stories, weather, etc) change, but the same scene is used to display both. This allows a place to transition out any previous text/graphics and bring in new information.

^SubtopicChange is ran whenever the group of content (headlines, entertainment, etc) change, but the same scene is used. This allows a place to update the heading for the current content.


Updating a Progress Bar

^Progress/^ProgressIdle

These animations are ran with each record change, allowing a place to update the position/text of a progress indicator. When used in conjuction with the ^DataIndex and ^DataCount objects, it provides a way to use scripting to animate progress.



Animation Descriptions 

Below we will explain the specifics of what each one is responsible for.

^Reset

This animation controller is never played, but is positioned to key 0 before the scene goes online, allows a spot to reset any properties that may have been altered by other animations. Very useful for scenes that support various states.

^In

The first animation controller played, it is intended to reveal static objects that will remain visible while the scene is online.

^ContentIn

This controller is used to display the first data entry, as well as any subsequent data reveals if the ^Update animation is not used.

^Out

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