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NEW IN 2025

  • Flythrough Playback

  • Safety Demonstrations

  • Sequential Actions

  • Control Animation Reverse Playback

Flythrough Playback

You can now use triggers to playback a Flythrough video (or portions of one).

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Animation Actions can utilize the power of event triggers to control the animations in your model. Using these is a great way to make your Fuzor project feel responsive. All of these Actions can be found in the Action Type drop down menu under the Animation subset.

A Snap to Keyframe action allows you to control exactly what key frame an animation is on. When this event is triggered, it sets the bound objects to a sequence animation key frame. If no objects are added this Action will do nothing.

The Object field specifies what objects will be affected.

The Duration field controls the duration of the transition.

A Control Animation action plays a sequence animation, equipment animation or multi-track animation when triggered

The Object field specifies an object to be controlled

The Animation drop down menu selects an animation associated with the object.

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The Animation Switch field controls whether the animation is turned on, off, or toggled when this action is triggered.

The Loop field toggles whether the animation loops after it is completed

The Reset Animation field loops the animation if set to false, otherwise the animation will stop when completing its sequence.

The Entire Animation field toggles whether the animation is played for all objects in the animation or just the selected object

Reverse Playback allows users to choose if they want to play the animation in reverse, useful for things like reversing a door open animation so that the door closes too

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A Play Custom Animation Action triggers passive animations that can be created using the Custom Animation Tool

A Play Object Sound Action triggers sounds that are attached to objects. The sound type drop down menu controls whether the sound is turned on, off, or toggled when this action is triggered.

A Set Pedestrian Animation Action controls the animation of pedestrians.

The Pedestrian field specifies which pedestrian will be controlled

The Animation field specifies what animation will be played

The Loop field loops the animation if set to false, otherwise the animation will stop when completing its sequence.

The Apply Force Action applies a force to the bound object. After the force is applied the object will move along a trajectory simulating the physics of a free fall object. Collisions during freefall change the trajectory of the object.

The Edit button allows you to specify a direction for the force to be applied

The Intial Speed text box is directly related to the magnitude of the force and is the orginal speed of that object in the given direction.

The Bounciness slider is directly related to how much the object will bounce of objects it collides with after receiving the force.

The Apply Force(Auto) action applies a force to a bound object. The applied force is dependent on the velocity of another bound object. This can be used with a collisison event to simulate objects colliding with each other.

The Source Object field specifies an object that delivers a force.

The Moved Object field specifies the object that will receive the force.

The Initial Speed textbox is directly related ot the magnitude of the force and is the orginal speed of that object

The Bounciness slider is directly related to how much the object will bounce of objects it collides with after receiving the force.

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