Animations and AnimationSets in the file format map directly to Direct3D Retained Mode's animation concepts.
Animation Animation0 { // The name is chosen for convenience.
{ Frame that it applies to - normally a reference }
AnimationKey {
...animation key data...
}
{ ...more animation keys... }
}
Animations are then grouped into AnimationSets: AnimationSet AnimationSet0 { // The name is chosen for convenience. { an animation - could be inline or a reference } { ... more animations ... } }
So, what we'll do now is take the cube through an animation
AnimationSet AnimationSet0 {
Animation Animation0 {
{CubeFrame} // Use the frame containing the cube
AnimationKey {
2; // Position keys
9; // 9 keys
10; 3; -100.000000, 0.000000, 0.000000;;,
20; 3; -75.000000, 0.000000, 0.000000;;,
30; 3; -50.000000, 0.000000, 0.000000;;,
40; 3; -25.500000, 0.000000, 0.000000;;,
50; 3; 0.000000, 0.000000, 0.000000;;,
60; 3; 25.500000, 0.000000, 0.000000;;,
70; 3; 50.000000, 0.000000, 0.000000;;,
80; 3; 75.500000, 0.000000, 0.000000;;,
90; 3; 100.000000, 0.000000, 0.000000;;;
}
}
}