Imagine I have a character MovieClip (loaded from a SWF) with an idle and walk animation.
Each limb is controlled by motion animation on the timeline.
With a simple gotoAndPlay I jump from one animation loop to the next.
The problem with this is there is a noticable jump between loops.
I’d like to smoothly transition from one cycle to another.
In practical terms, this means stopping (deactivating) the timeline animation, sampling each limb’s transforms from the destination frame, initializing tweens for each limb using Actuate, and on completion reactivating the timeline animation and playing it as normal.
I haven’t tested this yet with OpenFl yet, but I know from past experience in Flash that this wasn’t possible.
If I remember correctly, when an object was animated by a timeline it implemented a sort of lock. So if I tried running arm.x += 100 during an animation, x would revert to its timeline value before the next rendering phase.
In simpler terms, is there a way to influence a DisplayObject with code and timeline consecutively? Besides using trickery like nesting each limb, or temporarily using a stand-in Character movieclip for the transitions.
Or in other words - Is there a property or method in the API for toggling the influence of the timeline? If not, is there a hacky way to do it with reflection?
I know there’s DragonBones and other animation libraries that deal with this issue effectively, but I want to see if it’s possible in OpenFl.