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Anyway there's a workaround that works similar, the ModAPI do have access to the inventory contents so if you have a script that monitors the content of your crate for changes it can tell if any player (or incidentally a conveyor or something) is messing around and animate a "open", for the "close" it could be performed after a certain period of inactivity after being opened... overall not a perfect solution but still good enough.
Anyway to do all that you need to know quite a bit of scripting or find someone who can help you in that.
I'm more modeller/animator than scripter, so I'm unsure of the possibilities!
Is it possible to get ANY block to animate, or just powered/etc blocks?
For example, if I wanted to get a crate to play an opening or closing animation when
the player is looking inside it or leaving it, would that be possible?
Now they should be working again (as 1.137)
The anima script itself was completely unaffected.
If you know how to write 3DS Max scripts you can replicate that without any troubles.
Alternatively you can specify your own transformations for each part manually without any need to attach a sequence.
DarthBiomech: Sorry, the script is for Blender only, there's no custom tags or anything... i'm sure Maya or 3DSMax can be supported but they are commercial applications so i don't have access to those =/
Anyway you can try to import your animation to Blender (I assume FBX support animation information) and export from there.
just add
using VRage.Game.Entity; to your anima.cs and your example that uses MyEntity.
Thanks DraygoKorvan for pointing that out, the examples are patched and should be working on DS now =)
https://www.reddit.com/r/spaceengineers/comments/41xrod/holographic_radar_mod/
I identified a crash issue in your code.
In UpdateBeforeSimulation() you do not null check m_anima, this causes a crash in block mods that set the Entity.NeedsUpdate |= MyEntityUpdateEnum.EACH_FRAME;
Which will in turn cause your UpdateBeforeSimulation to be called.
On dedicated servers m_anima will be null resulting in a NullReference Exception.
Fix by simply adding a if(m_anima == null) return; in the UpdateBeforeSimulation method.
Also is not possible to do texture animation without a texture matrix (the game doesn't use one) or changing the texture in a material on the fly (Mod API doesn't allow that).
And yep, this script is limited to objects tranformations only: Position, Rotation and Scale.
Love the model :D
Animated blocks sounds freaking amazing :D
Why don't you ask in the game's forum instead?
Anyway only KeenSWH can remove the button from the official game.