Hello,
I'm sure this question has been asked thousands of times...I apologize if I've passed over it, but I didn't spot the answer in the currently-available threads.
I'm about to attempt some very simple animations, to get a feel for the process. From reading through the helpful posts here and making my first quick pass at Ulrika's tutorial, I have a basic idea of what's ahead of me.
I'm curious, though, as to when and how the an animation is given its "play-once" or "loop-until-explicitly-stopped" attribute.
A couple of related questions: I'm considering a device which would animate an avie through a two- stage sequence. I'd like the first stage to run once, and chain into the second one seamlessly (by which time the avie will be essentially horizontal, and floating in mid-air...like a magician's assistant being levitated.) I'd like the second step in the chain to loop until the animation is cancelled...it won't be entirely static, as the avie will be shifting positions slightly back and forth during the loop.
So, my questions are:
1. How would I position the avie in Frame 0 for the beginning of the second-stage animation? Should I simply have the position set (including hips) to match the ending frame in the first stage? What I don't want is for the avie to snap back to a normal position for a split-second while the animations swap.
2. (A recap of my initial concern): How do I get the "#1 runs once, but #2 loops (or becomes static, or whatever)" effect?
Thanks for any insights! And in the meanwhile, I'll be sifting more thoroughly through Ulrika's kind explanation in the hopes that I haven't asked something that's already been answered. If so, my apologies.
== danny d.