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<H3> 7.10.1 Introduction </H3>
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<P>

<EM>Written by Michael Voase,
<A HREF="mailto:mvoase@midcoast.com.au">mvoase@midcoast.com.au</A>.</EM>
</P><P>

Crystal Space provides two basic mechanisms for aniating sprites. The first
is frame based animation in which a mesh is defined in each frame and used
in a loop. The second method is skeletal animation where a skeleton is
defined in the sprite and an interface (`<SAMP>iSkeletonBone</SAMP>').
</P><P>

For the purpose of this document I will describe frame based animation as an
<EM>action</EM>.  This name is coined from the class the implements frame
animations in the 3D sprite object `<SAMP>csSpriteAction2</SAMP>' and has been
traditionally referred to as an `<SAMP>ACTION</SAMP>' in the sprite loader plug in.
</P><P>

Further, I will also refer to skeletal based animation as a <EM>motion</EM>.
This term is coined from the Motion Manager which provides the facilities
for automating a skeletal animation sequence. Skeletal animation sequences
have been traditionally referred to as a `<SAMP>MOTION</SAMP>' in the motion loader
plug in.
</P><P>

This document presumes that you have an operational copy of Crystal Space.
For details on obtaining and building Crystal Space please refer to the
relevent sections on obtaining (see section <A HREF="cs_7.html#SEC7">1.6 Where to Get Crystal Space</A>) and building
(see section <A HREF="cs_15.html#SEC22">2. Building and Installing</A>) Crystal Space.
</P><P>

I also presume that you have a map file that you can edit to try out much of
what is written here.  If you havent then it might be a good idea to look for
the motion-HOWTO in the data directory for a sample world file.  In each
case I will start with the world file definitions then move to the application
interfaces to round out the commentary.
</P><P>

Lastly, actions and motions are specific to sprite 3D. There is no exactly
corresponding interface to thing or ball as yet, for example. So I am also
presuming you have read to sections prior to this section about sprites, if
not, then it would be a good idea to do so before delving into this section.
<A NAME="Sprite Actions"></A>
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