/*
This example illustrates how to use the Reload method on an ActionSource
*/
NewScene( null, false );
var oRoot = Application.ActiveProject.ActiveScene.Root;
// Create a new model and add a null under it
var oModel = oRoot.AddModel();
oModel.Parameters("Name").Value = "ActionModel";
var oNull = oModel.AddNull();
// These commands were cut-and-pasted from scripting history and modified to work in a
// script. They create a simple actionsource from animation on the null's position
strPosParams = oNull + ".kine.local.posx," + oNull + ".kine.local.posy," + oNull + ".kine.local.posz";
Translate( oNull, -8.153, 7.015, -0.702, siRelative, siView, siObj, siXYZ );
SaveKey( strPosParams, 1.000 );
Translate( oNull, 8.350, -8.935, 0.894, siRelative, siView, siObj, siXYZ );
SaveKey( strPosParams, 50.000 );
Translate( oNull, 9.413, 8.935, -0.894, siRelative, siView, siObj, siXYZ );
SaveKey( strPosParams, 100.000 );
// Create a new ActionSource based on the null's translation
var oActionSource = oModel.AddActionSource( "MyActionSource" );
// Use the fcurves on the null object to create the actionsource items
var oPosx = oNull.Posx;
var oPosy = oNull.Posy;
var oPosz = oNull.Posz;
oActionSource.AddSourceItem( GetRelativeName(oPosx), oPosx.Source );
oActionSource.AddSourceItem( GetRelativeName(oPosy), oPosy.Source );
oActionSource.AddSourceItem( GetRelativeName(oPosz), oPosz.Source );
// Set the action storage to external (text)
oActionSource.Parameters( "storage" ).Value = 2; // equivalent to: SetValue( oActionSource + ".storage", 2 );
// Add a clip for the source
AddClip( oModel, oActionSource, "", "", 16, "", "", "", false );
// Save the scene, in order to save the action externally
var sSavePath = XSIUtils.BuildPath( Application.InstallationPath(siProjectPath), "Scenes", "ASTestScene.scn" );
SaveSceneAs( sSavePath, true );
// So, calling Reload on the source will disconnect the source, reload the action and reconnect the source.
oActionSource.Reload();
/*
GetRelativeName removes the name of the model from the FullName
of the specified parameter. This is necessary when setting up a source
that will later be used to instantiate a clip when the parameter lives
under a model other than the Scene_Root.
*/
function GetRelativeName( in_param )
{
var mdlname = in_param.Model.FullName;
if ( mdlname == "Scene_Root" ) {
return in_param.FullName;
} else {
var tmp = in_param.FullName;
var re = new RegExp( mdlname + ".", "i" );
return tmp.replace( re, "" );
}
}
//
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