Skip to content

VertexAnimator

v1.4.8

Loops a vertex morph on the entity's meshes, from a start key to an end key.

Find placed ones with s:VertexAnimator. See Filter.

Where you put it

Put it on the mesh entity that should morph. Flags, the main-menu scene mesh, and a dice board use it. The mesh needs morph keys between BeginKey and EndKey.

What you set

intro_flag stores this order. NavMeshPrefabName is a panel field these prefabs do not write.

Panel field What to do with it
Speed Keys per second. intro_flag stores 18. The code default is 20.
BeginKey First morph key. The opened prefabs store 0.
EndKey Last morph key. intro_flag stores 250. The dice board stores 600.
NavMeshPrefabName Left empty. The opened prefabs do not write this row.

What it does

On start the morph plays from BeginKey toward EndKey at Speed, then it loops. The entity's meshes take that morph time. A one-shot play stops on the end key. That one-shot flag is not a panel field.

Where it lives

Managed script. intro_flag is in Modules\Native\Prefabs\scene_prop_prefabs.xml. The dice board is in Modules\SandBox\Prefabs\sp_props_boardgames.xml.

Examples

Intro flag. intro_flag. Speed 18, keys 0 to 250. intro_flag_2 is the next entity in the same file.

Dice board. sp_props_boardgames.xml. Speed 20, keys 0 to 600. A child is DiceBoard_RollPosition.

Main menu. Native\SceneObj\main_menu_a. The entity with mesh intro_scene stores speed 30, keys 0 to 299.

Native\SceneObj\character_menu_a and SandBox\SceneObj\banner_editor_scene store the script as well.