Animations: blend when a Play animation takes over (#106)
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@@ -78,6 +78,16 @@ with the object it played on as `object`. It is heard by the behaviors of that o
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subtree — the object itself or one placed below the owner next to the behavior — and by a behavior
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without an owner for every object; its *Animation* setting narrows it to one.
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**Blend.** `Play animation` has a *blend (frames)* port, 0 by default. Above 0, an animation that
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takes over fades in over that many of its own frames: numbers and colours mix linearly from what the
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property held into the animation's value; a texture, a boolean, a text or a choice switches at once.
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"What the property held" is live where an animation started earlier writes there in the same frame —
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the walk it takes over from keeps moving under the fade — and otherwise the value when the blend
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began, be it the template's or one a stopped animation left. A third start during a blend fades from
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the value already mixed, so nothing jumps. The blend starts only when the animation takes over: played
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again every frame while it already leads, it keeps the blend it has. Winning back one that still runs
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blends again with the frames given then; the tab's preview plays one animation and has no blend.
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**It runs in play only.** The Scene and Container tabs show the objects as stored; the edit mode
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has no clock. The fastest way in is right-clicking a texture → **Create animation from texture**,
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which makes a sprite of the texture and an animation over it with a `texture` row keyed frame by
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