I suppose you could also run with a counter. Count how long it takes for each frame to be on for and then convert that into MMF's funky animation speed.
What project are you doing this for? You maybe be able to keep track of the speed as you go if you change it arbitrarily during runtime... If you explain the exact use of animation speeds, it may be a bit easier to help.
It's for a game which uses bullet time. It works perfectly right now, but it requires that the developer hard codes the base frame speeds into it (so I know my walking anim runs at a speed of 50, so I can set the speed to '50 * Time Ratio').
But it wouldn't work if i had variable animation speeds (depending on how fast you walk, for instance).
I see... is it a platforming or 8 dir game? I assume from your level of MMF awesomeness, coupled with clues in your post, that you're using a custom engine. It seems to me you could just use the information from the movement. For instance, if you have a counter holding the speed of the character, just figure out the conversion rate and use it... Or maybe I misunderstood you somewhere... If you're using the built-in movement the animation speed would likely be the same as the movement speed, wouldn't it?
Assault Andy Administrator
I make other people create vaporware
Registered 29/07/2002
Points 5686
2nd July, 2008 at 20:20:11 -
I think you should just ask to be able to retrieve animation speed in the next build rather than looking for work arounds. It really is something that you'd think would be in there. They may even do it for the next beta if you're quick.