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.