game.CurrentScene.Objects["example"]:to(10000, {Rotation = math.rad(360)}, easeLinearOut, true, false)
syntax breakdown: to(duration in ms, {arguments}, easing, loop, pendulum looping)
HI AFRL, thats exactly how we did it, we tried radius and Pi, all easings - always same result. We are on Visionaire since 3.x so we are aware of many things but there are 2 problems not to solve. this is one of them, the second is viewport related. Clamping is impossible if you want to use cinematic floating zoom effects and you are not able to FIX text on a permanent position (yes, exclude it from Zoom!) We do have explanations on center of the screen used to show on hover. thats working perfect, even in 8k Scenes or bigger. If you try to add a Zoom Effect for floating the scene and make it more organic, the text starts drifting, cause its relative to the scene instead of the viewport. there is no way, no element, no string to avoid that. Not even another option.
almost everything is global and you are not even able to chance that with lua because the language is not fully parsed.Somehow, we feed limitedIf you want to have real fun, implant your characters from a Spine Json and watch the viewport go nutsWe have a second person as a shadow who is active but you see a passive person on the screen moving. this is just one "stunt" you have to perform. Spine2D <> Visionair is some kind of endgegner but we are fighting our way through!
I made a video as a showcase of your coding line which was not very diff to ours.
Thanks for trying, good luck with your game(s)
A/CH
game.ShaderExclude = eShaderExcludeTextsAndCursorOh, Hi Esmeralda! Nice to meet you as well.
to the shader rotae "issue" - it must be some kind of side effect, we yesterday tried to put different items into a blank VED which does circulate correctly.
Thats why it disappeard suddenly and we both remember correctly that it was working before without the deformation of the object. So, we deactivated all scripts, all actions and set back our engine values to default. Non has worked out so far so we need to go digging on a 17MB VED, this will take ages. Thinking about avoiding that by doing a simple animation... i dont have any clue why this appears still when everything we changed was set back to default.
to the 2nd, we know this and do exclude mouse, declaration is fixed when its sticky to the cursor. So maybe i need to describe because our sourcecode here is not neccessary for that.
We do have a invisible object placed on every scene, centered with 0% scolling in the effect tab. So its sticky.
We use to inject Descriptions (simple Object Text with TTF Font, no Narratortext or Images of the text) to this placeholder if the cursor hovers a point of interest. and the placeholder is effected by the global zoom, which makes the letters move due to zoom movement as well. It is not scaling!
regarding the 2nd issue:how about using an interface instead of your object and exclude that interface as well? (maybe best as big as the game resolution)(I haven't used the shader tool kit in a long time, so this may not work as you want it to as well)