Animations: blending out and restart (#106)
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@@ -88,6 +88,23 @@ the value already mixed, so nothing jumps. The blend starts only when the animat
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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 time given then; the tab's preview plays one animation and has no blend.
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**Blending out.** `Stop animation` has a *blend (s)* port as well. At 0 it ends the animation where it
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stands and the values stay; above 0 the animation fades out over that many seconds instead, back to
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what lies below it: live what an animation started earlier writes there, otherwise the value the row
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found when the animation started. A texture, a boolean, a text or a choice goes back at once. A paused
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animation fades out too. `Play animation` has *blend out (s)* for *Once (reset)*: when its frames run
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out it fades back to where it started over that many seconds instead of jumping; *On animation
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finished* fires when the frames run out, not when the fade ends. Playing an animation again while it
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fades out turns it round from where it stands, without a jump — a *Once (reset)* pass that already ran
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out starts over, blending in from the value the fade had reached.
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**Restart.** `Play animation` has a *restart* switch, off by default. On, an animation that is
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already running, paused or fading out starts over from its first frame and counts as started last;
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with *blend (s)* above 0 it blends in from where the property stands, otherwise it jumps. Its starting
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values stay those of its first start, so a relative row does not add up. Played with *restart* on
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every frame, an animation never gets past its first frame — use it on a single event such as a key
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press.
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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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