The Run Animation activity can trigger an animation on a 3D object in the simulation model. You can use any of the animations that come pre-programmed with the standard FlexSim objects or you can create your own custom animations. If desired, you can have the token wait in the Run Animation activity until the animation completes. This can be useful for syncing. See the Animation Creator for more information about creating custom animations.
The Run Animation activity only allows one connector out. See Adding and Connecting Activities for more information.
The following image shows properties for the Run Animation activity:
Each of these properties will be explained in the following sections.
Used to change the name of the activity. See Name for more information about this property.
The Font button opens a window to edit the activity's background color and font properties. See Font for more information about this property.
The Statistics button opens the activity's statistics window. See Statistics for more information about this property.
Use the Object(s) property to select the object that will be
animated. To run animations on multiple objects at the same time, you can pass a
treenodearray of objects into this property. Alternatively, you can create a
group of the objects you want to animate. To reference a group in the
Object(s) property, click the pull-down menu next to this
property and select Groups to see a list of all the groups that
have been created for this simulation model (or type
Group: groupName directly
into the box).
Use the Animation property to determine which animation on the object should be run. This should be either a number that is the index of the animation or a string that is the name of the animation on the object.
To view the animations that are available for any 3D object:
You can either type the name of the animation or its index number. The index number is
the order in which the animation appears in the Animation menu.
For example, an Operator object has three animations (listed in this order): Walk,
WalkLoaded, and Stand. The Walk animation would be index 1, WalkLoaded would be index 2,
and so forth. If entering the name of the animation directly, be sure to put quotes around
the name so the Universal Edit will recognize it as a string. For example,
If checked the token will remain in the Run Animation activity until the animation is finished.
To check or change an animation's Repeat Type setting:
If set to Default To Animation, the speed at which the animation will run is be defined by the animation. You can override the animation's speed by either specifying a duration or a multiplier.
If set to Default To Animation, the repeat type of the animation will be defined by the animation. You can override the animation's repeat type with the following options: