animate the 3D character: ( ) at ( ) frames per second
Plays an animation made by the 3D characters converter, in a loop. The costume changes by itself according to the sprite direction (up, right, down, left and diagonals).
Import 3D characters (GLB, FBX, OBJ, STL, VOX…) or create one, and turn them into sprites with costumes animated by direction. The 3D model can also go to the 3D World.
Open the converter with the category button (or the "+" for a new sprite). Animations become costumes like "andar-dir-1". Use "animate the 3D character" and the sprite picks the right costume by direction.
To use it: in the editor, click "Extensions" (bottom corner) and add "3D Characters".
Plays an animation made by the 3D characters converter, in a loop. The costume changes by itself according to the sprite direction (up, right, down, left and diagonals).
Plays the animation once (like jump or attack) and then the script continues.
Switches by itself between the idle animation and the walking one when the sprite moves.
Does an action. Snap it below another block.
Shows a fixed frame of an animation, in the sprite's current direction.
Plays the animation once without pausing the script. Combine with "when the 3D animation ends".
Starts when an animation played "once" reaches the last frame.
Next costume of the animation: shows the next, previous, first, last or a random frame (and stops playing by itself).
Switches to the next, previous or a random animation of the character.
Changes the speed of the playing animation without restarting.
Pauses or resumes the animation from where it stopped.
Chooses which direction the costumes come from: the sprite's (default) or a fixed one.
Gives a number or text. Put it inside a round slot.
Number of the frame being shown (1 = first).
How many frames an animation has.
List with the names of all animations of this 3D character.
Answers true or false. Use it in "if", "repeat until" and "wait until".
Answers true or false. Use it in "if", "repeat until" and "wait until".
True if the animation is paused.