diff --git a/Animations.md b/Animations.md index b025180..5586607 100644 --- a/Animations.md +++ b/Animations.md @@ -78,6 +78,16 @@ with the object it played on as `object`. It is heard by the behaviors of that o subtree — the object itself or one placed below the owner next to the behavior — and by a behavior without an owner for every object; its *Animation* setting narrows it to one. +**Blend.** `Play animation` has a *blend (frames)* port, 0 by default. Above 0, an animation that +takes over fades in over that many of its own frames: numbers and colours mix linearly from what the +property held into the animation's value; a texture, a boolean, a text or a choice switches at once. +"What the property held" is live where an animation started earlier writes there in the same frame — +the walk it takes over from keeps moving under the fade — and otherwise the value when the blend +began, be it the template's or one a stopped animation left. A third start during a blend fades from +the value already mixed, so nothing jumps. The blend starts only when the animation takes over: played +again every frame while it already leads, it keeps the blend it has. Winning back one that still runs +blends again with the frames given then; the tab's preview plays one animation and has no blend. + **It runs in play only.** The Scene and Container tabs show the objects as stored; the edit mode has no clock. The fastest way in is right-clicking a texture → **Create animation from texture**, which makes a sprite of the texture and an animation over it with a `texture` row keyed frame by