I would like to create an animation that starts out with one animation, moves to a second animation, and then keeps looping that second animation.
For example, if my imported character had six frames of animation, I’d want to do something like this: 1, 2, 3, 4, 5, 6, 4, 5, 6, 4, 5, 6, 4, 5, 6, 4, etc.
I imagine that animation queuing is involved, but I’m unsure as to how to make this happen. Any suggestions?
The Animation class has a PlayQueued method that could help you here. Also worth noting is the CrossFade method. This will often create a smooth transition between animations, especially cycled ones. This can sometimes avoid queued animations altogether. Say, if you were going from an idle cycle to a walk, you might not need a separate idle-to-walk animation because the cross-faded transition usually looks just as good or better.
Oh, I will definitely sing the praises of Crossfade… it has already helped me a great deal. However, in this case, it’s fairly important that the animation has a distinct beginning before going into its loop.