Animation Patches - Examples

These are some examples of how animation patches can be used to add animations to your effects.

Learn how to:

For very simple animated effects, use the animation playback controller.

Switching Between 2 Animations

To switch between 2 animations, create 2 animation playback controllers. Each playback controller should have a different animation applied to it. Next, create a patch for each controller by dragging them from the Assets panel into the Patch Editor. In the example below, the 2 playback controllers are represented by the orange patches - Walk Controller and Idle Controller.

Connecting each playback controller to an If Then Else, Switch and Screen Tap patch will cause the effect to switch between animations each time the screen is tapped. If Then Else is connected to a patch representing the Animation property of the 3D object:



If Then Else can accept different data types - make sure it's set to Animation Data:

Switching Between More Than 2 Animations

In the example below, the Counter patch counts how many times the screen is tapped. Connected to the Option Picker, it causes a different animation to play each time this happens.

To count through 3 animations, we added 3 as the Maximum Count in the Counter patch.

Using the Animation Player Patch to Control Progress

You can't use the animation playback controller to control progress. Instead, combine:

  • An asset patch representing the animation - in the example below, this is the organge patch called walk.
  • The Animation Player patch.
  • A patch representing the Animation property of the 3D object.

To make the animation progress as the face moves, use:

  1. Unpack to unpack the 3D position of the face, detected by the face tracker, into its X, Y and Z values.
  2. Progress and the Animation Player player, to connect the progress of the animation to the movement of the face.
  3. Pack and a patch representing the 3D Position of a null object, to set the object's position along the X axis.

You'll need to use a null object, because you can't create patches for both the position and animation properties of a 3D object. The animated object should be a child of the null object in the Scene tab.