The "Thriller Table" posted above should have a dancer in full color dancing the Thriller dance.
All the animations are contained in the Thriller.TGA file which is 9.56 mb but should load very quickly.
1. Make sure you are using the new BAM
2. If you Load Thriller.TGA in Model Importer and go down to animations you should see "ABCDE" animations. You can click on any of these and play that animation. You can also see the time for each animation.
3. There is a code list you can use for various functions:
Rav suggested this :
Under "FuturePinball_KeyPressed"
Put this "OnKeyPress(KeyCode)"
Code:
Sub FuturePinball_KeyPressed
OnKeyPress(KeyCode).
Then anywhere in script put this sub routine:
Code:
Sub OnKeyPress(ByVal KeyCode)
If KeyCode = 79 Then AddDebugText "Num animations = "&cm_IndyJones.NumAnimations
If KeyCode = 80 Then AddDebugText "Num frames in animation A = "&cm_IndyJones.Animation(0).NumFrames
If KeyCode = 81 Then AddDebugText "Duration in animation A = "&cm_IndyJones.Animation(0).Duration
If KeyCode = 75 Then AddDebugText "Loop A"&cm_IndyJones.Animation(0).Frame(1, cm_IndyJones.Animation(0).NumFrames, 1)
If KeyCode = 76 Then AddDebugText "Freez A frame 10"&cm_IndyJones.Animation(0).Frame(10, 10)
If KeyCode = 77 Then AddDebugText "Play A frame 100-199"&cm_IndyJones.Animation(0).Frame(100, 199)
If KeyCode = 71 Then AddDebugText "Loop A frame 100-150"&cm_IndyJones.Animation(0).Frame(100, 150, 100)
If KeyCode = 72 Then AddDebugText "Play A frame 199-100"&cm_IndyJones.Animation(0).Frame(199, 100)
If KeyCode = 73 Then AddDebugText "Play A frame 100-199"&cm_IndyJones.Animation(0).Frame(100, 199)
End Sub
If you wish to call the items above independently make sure you put "Call" in front of code otherwise you will get an error.
example to loop an Animation 0 which is the same as Animation "A" from model importer use this code:
Code:
Call cm_IndyJones.Animation(0).Frame(1, cm_IndyJones.Animation(0).NumFrames, 1)
4. To Rotate and scale and move the models to different locations on table, I am grabbing them in a Miniplayfield box. The animations themselves will still move as expected