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- #record
- import bge
- from bge import logic
- from mathutils import Vector
- from SortData import *
- import boneRecord
- import sound_man
-
- cont = logic.getCurrentController()
- own = cont.owner
- scene = logic.getCurrentScene()
- cube = scene.objects["control_cube.002"]
- #obj = scene.objects["control_cube.002"]
- #sound_empty = scene.objects['replay_sound_empty']
- path = logic.expandPath(own["filePath"])
-
- PAF = 0
- DAF = 0
-
- deck = scene.objects["b_deck"]
- trucks = scene.objects["b_trucks"]
-
- throw_deck_empty = scene.objects["throw_deck_empty"]
- wheel1 = scene.objects["wheel1"]
- wheel2 = scene.objects["wheel2"]
- wheel3 = scene.objects["wheel3"]
- wheel4 = scene.objects["wheel4"]
-
- try:
- throw_deck = scene.objects['throw_deck']
- except:
- throw_deck = None
-
- deckact = deck.actuators["Visibility"]
- trucksact = trucks.actuators["Visibility"]
- wheel1act = wheel1.actuators["Visibility"]
- wheel2act = wheel2.actuators["Visibility"]
- wheel3act = wheel3.actuators["Visibility"]
- wheel4act = wheel4.actuators["Visibility"]
-
- class getData:
-
-
-
- def savePosition(obj, cut):
- position = [Vector(obj.worldPosition)[0],
- Vector(obj.worldPosition)[1],
- Vector(obj.worldPosition)[2]]
- position = str(position).strip("[]")
- position = position.replace(", ",",")
- writeData.addPosition(obj, position, cut)
-
- def saveOrientation(obj, cut):
- orientation = [Vector(obj.localOrientation.to_euler())[0],
- Vector(obj.localOrientation.to_euler())[1],
- Vector(obj.localOrientation.to_euler())[2]]
- orientation = str(orientation).strip("[]")
- orientation = orientation.replace(", ",",")
- writeData.addOrientation(obj, orientation, cut)
-
- def saveScale(obj, cut):
- scale = [Vector(obj.localScale)[0],
- Vector(obj.localScale)[1],
- Vector(obj.localScale)[2]]
- scale = str(scale).strip("[]")
- scale = scale.replace(", ",",")
- writeData.addScale(obj, scale, cut)
- def saveColor(obj, cut):
- color = [Vector(obj.color)[0],
- Vector(obj.color)[1],
- Vector(obj.color)[2],
- Vector(obj.color)[3]]
- color = str(color).strip("[]")
- color = color.replace(", ",",")
- writeData.addColor(obj, color, cut)
- def saveState(obj, cut):
-
- state = str(obj.state)
- writeData.addState(obj, state, cut)
-
- def saveVisibility(obj, cut):
- visible = obj.visible
- if visible:
- visible = 1
- else:
- visible = 0
- writeData.addVisibility(obj, str(visible), cut)
-
- def saveSkaterAnim(obj, cut):
- import bge
- scene = bge.logic.getCurrentScene()
- skater = scene.objects["Char4"]
- deck = scene.objects["b_deck"]
- trucks = scene.objects["b_trucks"]
- playing_layer = 0
- for x in range(7):
- l1 = skater.isPlayingAction(x)
- if l1 == True:
- playing_layer = x
- #print(x)
- playing_action = skater.getActionName(playing_layer)
- playing_action_frame = skater.getActionFrame(playing_layer)
- PAF = playing_action_frame
- own['PAF'] = PAF
- #print(playing_action, playing_action_frame)
- writeData.addSkaterAnim(obj, str(playing_action), cut)
-
- def saveSkaterAnimF(obj, cut):
- PAF = own['PAF']
- writeData.addSkaterAnimF(obj, str(PAF), cut)
-
- def saveDeckAnim(obj, cut):
- # import bge
- # scene = bge.logic.getCurrentScene()
- # skater = scene.objects["Char4"]
- # deck = scene.objects["b_deck"]
- # trucks = scene.objects["b_trucks"]
- # wheel1 = scene.objects["rollen.000"]
- # wheel2 = scene.objects["rollen.001"]
- # wheel3 = scene.objects["rollen.002"]
- # wheel4 = scene.objects["rollen.003"]
- # playing_layer = 0
- # for x in range(7):
- # l1 = deck.isPlayingAction(x)
- # if l1 == True:
- # playing_layer = x
- # #print(x)
- # playing_action = deck.getActionName(playing_layer)
- # playing_action_frame = deck.getActionFrame(playing_layer)
- # DAF = playing_action_frame
- # own['DAF'] = DAF
- #print(playing_action, playing_action_frame)
- writeData.addDeckAnim(obj, str(1), cut)
-
- def saveDeckAnimF(obj, cut):
- #DAF = own['DAF']
- writeData.addDeckAnimF(obj, str(1), cut)
-
- def saveSrollVol(obj, cut):
- num = cube['sroll_vol']
- writeData.addSrollVol(obj, str(num), cut)
- def saveSrollPitch(obj, cut):
- num = cube['sroll_pitch']
- writeData.addSrollPitch(obj, str(num), cut)
-
- def saveSgrind_cementVol(obj, cut):
- num = cube['grindcement_vol']
- writeData.addSgrind_cementVol(obj, str(num), cut)
- def saveSgrind_cementPitch(obj, cut):
- num = cube['grindcement_pitch']
- writeData.addSgrind_cementPitch(obj, str(num), cut)
- def saveSgrind_railVol(obj, cut):
- num = cube['grindrail_vol']
- writeData.addSgrind_railVol(obj, str(num), cut)
- def saveSgrind_railPitch(obj, cut):
- num = cube['grindrail_pitch']
- writeData.addSgrind_railPitch(obj, str(num), cut)
- def saveSpopsound(obj, cut):
- num = cube['pop_sound']
- writeData.addSpopsound(obj, str(num), cut)
- def saveSlandsound(obj, cut):
- num = cube['land_sound']
- writeData.addSlandsound(obj, str(num), cut)
- def saveSdeckvis(obj, cut):
- num = cube['deckvis']
- writeData.addSdeckvis(obj, str(num), cut)
-
- def savetdPosition(obj, cut):
- try:
- obj = scene.objects['throw_deck']
- except:
- pass
- position = [Vector(obj.worldPosition)[0],
- Vector(obj.worldPosition)[1],
- Vector(obj.worldPosition)[2]]
- position = str(position).strip("[]")
- position = position.replace(", ",",")
- writeData.addtdPosition(obj, position, cut)
-
- def savetdOrientation(obj, cut):
- try:
- obj = scene.objects['throw_deck']
- except:
- pass
- orientation = [Vector(obj.localOrientation.to_euler())[0],
- Vector(obj.localOrientation.to_euler())[1],
- Vector(obj.localOrientation.to_euler())[2]]
- orientation = str(orientation).strip("[]")
- orientation = orientation.replace(", ",",")
- writeData.addtdOrientation(obj, orientation, cut)
- def saveSrevertsound(obj, cut):
- num = cube['revert_sound']
- writeData.addSrevertsound(obj, str(num), cut)
-
- def loadData():
-
- #Function for loading the data from
- #the disk and setting it.
- dict = bge.logic.globalDict
- objIndex = own["objIndex"]
- own["valueIndex"] = objIndex + 1
- valueIndex = own["valueIndex"]
- playbackSpeed = own["playbackSpeed"]
- loadedPosition = own["loadedPosition"]
- loadedOrientation = own["loadedOrientation"]
- loadedScale = own["loadedScale"]
- loadedColor = own["loadedColor"]
- loadedVisibility = own["loadedVisibility"]
- loadedSkaterAnim = own["loadedSkaterAnim"]
- loadedSkaterAnimf = own["loadedSkaterAnimF"]
- loadedDeckAnim = own["loadedDeckAnim"]
- loadedDeckAnimf = own["loadedDeckAnimF"]
- loadedSrollVol = own["loadedSrollVol"]
- loadedSrollPitch = own["loadedSrollPitch"]
- loadedSgrind_cementlVol = own["loadedSgrind_cementVol"]
- loadedSgrind_cementPitch = own["loadedSgrind_cementPitch"]
- loadedSgrind_railVol = own["loadedSgrind_railVol"]
- loadedSgrind_railPitch = own["loadedSgrind_railPitch"]
- loadedSpopsound = own["loadedSpopsound"]
- loadedSlandsound = own["loadedSlandsound"]
- loadedSdeckvis = own["loadedSdeckvis"]
- loadedtdPosition = own["loadedtdPosition"]
- loadedtdOrientation = own["loadedtdOrientation"]
- loadedSrevertsound = own["loadedSrevertsound"]
-
- skater = scene.objects["Char4"]
- deck = scene.objects["b_deck"]
- trucks = scene.objects["b_trucks"]
- bdeck = scene.objects['deck_arm']
- num = 1
- obj = scene.objects['control_cube.002']
- if num == 1:
- #for obj in scene.objects:
- if not "recorder" in obj:
- obj.state = 100
- obj.suspendDynamics()
-
- readData.loadAll() #Load the file!!!
-
- #-----Position-----#
- own["lengthPos"] = readData.getLengthPos()
- dict['replay_loop_end'] = own['lengthPos']
- #print('setting replay end', dict['replay_loop_end'])
- lengthPos = own["lengthPos"]
-
- if lengthPos:
-
- if objIndex > lengthPos-1:
- own["objIndex"] = dict['replay_loop_start']
- if objIndex < dict['replay_loop_start']:
- own["objIndex"] = lengthPos-2
-
- name, position = readData.returnPosition(objIndex, valueIndex)
-
- if name in scene.objects:
- try:
- scene.objects[name].worldPosition = position
- scene.objects['replay_sound_empty'].worldPosition = position
- #print("replay_sound_empty changing position")
- except:
- pass
- #-----Orientation-----#
- own["lengthOri"] = readData.getLengthOri()
- lengthOri = own["lengthOri"]
-
- #if lengthPos:
- if lengthOri:
-
- if valueIndex > lengthOri-1:
- own["valueIndex"] = 0
- if objIndex < 0:
- own["objIndex"] = lengthOri-2
-
- name, orientation = readData.returnOrientation(objIndex, valueIndex)
-
- if name in scene.objects:
- oXYZ = scene.objects[name].localOrientation.to_euler()
-
- oXYZ[0] = float(orientation[0])
- oXYZ[1] = float(orientation[1])
- oXYZ[2] = float(orientation[2])
-
- try:
- scene.objects[name].localOrientation = oXYZ.to_matrix()
- except:
- pass
- #-----Scale-----#
- own["lengthSca"] = readData.getLengthSca()
- lengthSca = own["lengthSca"]
-
- if lengthSca:
-
- if valueIndex > lengthSca-1:
- own["valueIndex"] = 0
- if objIndex < 0:
- own["objIndex"] = lengthSca-2
-
- name, scale = readData.returnScale(objIndex, valueIndex)
-
- if name in scene.objects:
- try:
- scene.objects[name].localScale = scale
- except:
- pass
- #-----Color-----#
- own["lengthCol"] = readData.getLengthCol()
- lengthCol = own["lengthCol"]
-
- if lengthCol:
-
- if valueIndex > lengthCol-1:
- own["valueIndex"] = 0
- if objIndex < 0:
- own["objIndex"] = lengthCol-2
-
- name, color = readData.returnColor(objIndex, valueIndex)
-
- if name in scene.objects:
- try:
- scene.objects[name].color = color
- except:
- pass
- #-----Visibility-----#
- own["lengthVis"] = readData.getLengthVis()
- lengthVis = own["lengthVis"]
-
- if lengthVis:
- pass
- # if valueIndex > lengthVis-1:
- # own["valueIndex"] = 0
- # if objIndex < 0:
- # own["objIndex"] = lengthVis-2
-
- # name, visible = readData.returnVisibility(objIndex, valueIndex)
-
- # if name in scene.objects:
- # try:
- # scene.objects[name].visible = int(visible)
- # except:
- # pass
- #-----Skater Animation Name-----#
- own["lengthSkaterAnim"] = readData.getLengthSkaterAnim()
- lengthSkaterAnim = own["lengthSkaterAnim"]
- #print("lengthskateranim", lengthSkaterAnim)
- if lengthSkaterAnim:
-
- if valueIndex > lengthSkaterAnim-1:
- own["valueIndex"] = 0
- if objIndex < 0:
- own["objIndex"] = lengthSkaterAnim-2
-
-
- skater.stopAction(0)
- skater.stopAction(1)
- skater.stopAction(2)
- skater.stopAction(3)
- skater.stopAction(4)
- skater.stopAction(5)
- skater.stopAction(6)
- skater.stopAction(9999)
-
- bdeck.stopAction(0)
- bdeck.stopAction(1)
- bdeck.stopAction(2)
- bdeck.stopAction(3)
- bdeck.stopAction(4)
- bdeck.stopAction(5)
- bdeck.stopAction(6)
- bdeck.stopAction(9999)
-
-
- boneRecord.Playback(valueIndex)
- #sound_man.Playback(valueIndex)
- own['sndmgr'].h_Playback(valueIndex)
- #print(valueIndex, 'valueIndex from Record.py')
- #print('recorder', valueIndex)
-
-
- # name, skateranim = readData.returnSkaterAnim(objIndex, valueIndex)
- # name, PAF = readData.returnSkaterAnimF(objIndex, valueIndex)
- # #print(PAF)
- # PAF = float(PAF)
- # if name in scene.objects:
- # #print("name in")
- # try:
- # skater.stopAction(0)
- # skater.stopAction(1)
- # skater.stopAction(2)
- # skater.stopAction(3)
- # skater.stopAction(9999)
- # if skater != '':
- # skater.playAction(skateranim, PAF,PAF, layer=9999, play_mode=1, speed=1)
- # #print("Playing: ", skateranim, PAF)
- # except:
- # print("something is wrong")
- # #pass
-
-
- #-----Deck Animation Name-----#
- own["lengthDeckAnim"] = readData.getLengthDeckAnim()
- lengthDeckAnim = own["lengthDeckAnim"]
- #print("lengthDeckanim", lengthDeckAnim)
- if lengthDeckAnim:
-
- if valueIndex > lengthDeckAnim-1:
- own["valueIndex"] = 0
- if objIndex < 0:
- own["objIndex"] = lengthDeckAnim-2
-
- name, deckanim = readData.returnDeckAnim(objIndex, valueIndex)
- name, DAF = readData.returnDeckAnimF(objIndex, valueIndex)
- #print(DAF)
- DAF = float(DAF)
- if name in scene.objects:
- #print("name in")
- try:
- deck.stopAction(0)
- deck.stopAction(1)
- deck.stopAction(2)
- deck.stopAction(3)
- deck.stopAction(9999)
- #print(deckanim)
- # if deckanim != '':
- # turnList = ['a_reg_right', 'a_reg_left', 'a_fak_right', 'a_fak_left']
- # #print(deckanim)
- # if deckanim not in turnList:
- # deck.playAction(deckanim, DAF,DAF, layer=9999, play_mode=1, speed=1)
- # trucks.playAction(deckanim, DAF,DAF, layer=9999, play_mode=1, speed=1)
- # else:
- # #print('play a_reg')
- # deck.playAction(deckanim, DAF,DAF, layer=9999, play_mode=1, speed=1)
- # trucks.playAction('a_reg', DAF,DAF, layer=9999, play_mode=1, speed=1)
- #print("Playing: ", deckanim, PAF)
- except:
- print("deck something is wrong")
- #pass
-
- #
- #-----sroll-----#
- own["lengthSrollVol"] = readData.getLengthSrollVol()
- lengthSrollVol = own["lengthSrollVol"]
- if lengthSrollVol:
- if valueIndex > lengthSrollVol-1:
- own["valueIndex"] = 0
- if objIndex < 0:
- own["objIndex"] = lengthSrollVol-2
- name, srollVol = readData.returnSrollVol(objIndex, valueIndex)
- name, srollPitch = readData.returnSrollPitch(objIndex, valueIndex)
- # if name in scene.objects:
- # try:
- # cube = scene.objects["control_cube.002"]
- # srollVol = round(srollVol, 2)
- # act = cube.actuators["sroll"]
- # if srollVol < .12:
- # act.volume = srollVol
- # act.pitch = srollPitch
- # act.startSound()
- # except:
- # pass
- ###
- #
- #-----grind cement-----#
- own["lengthSgrind_cementVol"] = readData.getLengthSgrind_cementVol()
- lengthSgrind_cementVol = own["lengthSgrind_cementVol"]
- if lengthSgrind_cementVol:
- if valueIndex > lengthSgrind_cementVol-1:
- own["valueIndex"] = 0
- if objIndex < 0:
- own["objIndex"] = lengthSgrind_cementVol-2
- name, sgrind_cementVol = readData.returnSgrind_cementVol(objIndex, valueIndex)
- name, sgrind_cementPitch = readData.returnSgrind_cementPitch(objIndex, valueIndex)
- # if name in scene.objects:
- # try:
- # cube = scene.objects["control_cube.002"]
- # sgrind_cementVol = round(sgrind_cementVol, 2)
- # act = cube.actuators["grind_cement"]
- # if sgrind_cementVol < .2:
- # act.volume = sgrind_cementVol
- # act.pitch = sgrind_cementPitch
- # act.startSound()
-
- # except:
- # pass
- ###
- #
- #-----grind rail-----#
- own["lengthSgrind_railVol"] = readData.getLengthSgrind_railVol()
- lengthSgrind_railVol = own["lengthSgrind_railVol"]
- if lengthSgrind_railVol:
- if valueIndex > lengthSgrind_railVol-1:
- own["valueIndex"] = 0
- if objIndex < 0:
- own["objIndex"] = lengthSgrind_railVol-2
- name, sgrind_railVol = readData.returnSgrind_railVol(objIndex, valueIndex)
- name, sgrind_railPitch = readData.returnSgrind_railPitch(objIndex, valueIndex)
- # if name in scene.objects:
- # try:
- # cube = scene.objects["control_cube.002"]
- # sgrind_railVol = round(sgrind_railVol, 2)
- # act = cube.actuators["grind_rail"]
- # if sgrind_railVol < .2:
- # act.volume = sgrind_railVol
- # act.pitch = sgrind_railPitch
- # act.startSound()
- # #print("grindsound = ", sgrind_railVol, sgrind_railPitch)
- # except:
- # pass
- ###
- #
- #-----pop sound-----#
- own["lengthSpopsound"] = readData.getLengthSpopsound()
- lengthSpopsound = own["lengthSpopsound"]
- if lengthSpopsound:
- if valueIndex > lengthSpopsound-1:
- own["valueIndex"] = 0
- if objIndex < 0:
- own["objIndex"] = lengthSpopsound-2
- name, spopsound = readData.returnSpopsound(objIndex, valueIndex)
- # if name in scene.objects:
- # #act = sound_empty.actuators["pop"]
- # try:
- # #cube = scene.objects[sound_empty]
- # spopsound = round(spopsound, 2)
- # act = cube.actuators["pop"]
- # #act = sound_empty.actuators["pop"]
- # if spopsound == 1:
- # #act.volume_maximum = .7
- # #act.is3D = True
- # #act.distance_reference = 10.0
- # #act.distance_maximum = 50.0
- # act.volume = .6
- # act.startSound()
- # #print("grindsound = ", spopsound, sgrind_railPitch)
- # except:
- # print("sound passed")
- # pass
- ###
- #
- #-----land sound-----#
- own["lengthSlandsound"] = readData.getLengthSlandsound()
- lengthSlandsound = own["lengthSlandsound"]
- if lengthSlandsound:
- if valueIndex > lengthSlandsound-1:
- own["valueIndex"] = 0
- if objIndex < 0:
- own["objIndex"] = lengthSlandsound-2
- name, slandsound = readData.returnSlandsound(objIndex, valueIndex)
- if name in scene.objects:
- try:
- cube = scene.objects["control_cube.002"]
- # slandsound = round(slandsound, 2)
- # act = cube.actuators["land"]
- # if slandsound == 1:
- # act.volume = .6
- # act.startSound()
- #print("grindsound = ", slandsound, sgrind_railPitch)
- except:
- pass
- ###
- ###
- #
- #-----land sound-----#
- own["lengthSdeckvis"] = readData.getLengthSdeckvis()
- lengthSdeckvis = own["lengthSdeckvis"]
- if lengthSdeckvis:
- if valueIndex > lengthSdeckvis-1:
- own["valueIndex"] = 0
- if objIndex < 0:
- own["objIndex"] = lengthSdeckvis-2
- name, sdeckvis = readData.returnSdeckvis(objIndex, valueIndex)
-
-
- if name in scene.objects:
- try:
- cube = scene.objects["control_cube.002"]
- if sdeckvis == 1:
- #print('setting deck visible')
- deckact.visibility = True
- trucksact.visibility = True
- wheel1act.visibility = True
- wheel2act.visibility = True
- wheel3act.visibility = True
- wheel4act.visibility = True
- cont.activate(deck.actuators['Visibility'])
- cont.activate(trucks.actuators['Visibility'])
- cont.activate(wheel1.actuators['Visibility'])
- cont.activate(wheel2.actuators['Visibility'])
- cont.activate(wheel3.actuators['Visibility'])
- cont.activate(wheel4.actuators['Visibility'])
- for n in scene.objects:
- if 'throw_deck' in n.name and 'empty' not in n.name:
- n.endObject()
- # if 'throw_deck' in scene.objects:
- #print('ending td', n)
- cont.activate(throw_deck.actuators['end_throw_deck'])
-
- #throwdeck.visibility = False
- else:
- #print('setting deck invisible')
- deckact.visibility = False
- trucksact.visibility = False
- wheel1act.visibility = False
- wheel2act.visibility = False
- wheel3act.visibility = False
- wheel4act.visibility = False
- cont.activate(deck.actuators['Visibility'])
- cont.activate(trucks.actuators['Visibility'])
- cont.activate(wheel1.actuators['Visibility'])
- cont.activate(wheel2.actuators['Visibility'])
- cont.activate(wheel3.actuators['Visibility'])
- cont.activate(wheel4.actuators['Visibility'])
- #if throw_deck == None:
- if 'throw_deck' not in scene.objects:
- #print('no throwdeck')
- #cont.deactivate(throw_deck.actuators['end_throw_deck'])
- #throw_deck_empty.wordPosition.z = throw_deck_empty.wordPosition.z + 1
- cont.activate(throw_deck_empty.actuators['throw_dec_act'])
- #scene.addObject('throw_deck')
- #throwdeck.visibility = True
- throw_deck.suspendDynamics()
-
- except:
- pass
- ##
- #-----Position-----#
- own["lengthtdPos"] = readData.getLengthtdPos()
- lengthPos = own["lengthtdPos"]
-
- if lengthPos:
-
- if objIndex > lengthPos-1:
- own["objIndex"] = 0
- if objIndex < 0:
- own["objIndex"] = lengthPos-2
-
- name, position = readData.returntdPosition(objIndex, valueIndex)
- name = 'throw_deck'
- if name in scene.objects:
- try:
- scene.objects[name].worldPosition = position
- #print('recording tdPos', position)
- except:
- pass
- #-----Orientation-----#
- own["lengthtdOri"] = readData.getLengthtdOri()
- lengthOri = own["lengthtdOri"]
-
- #if lengthPos:
- if lengthOri:
-
- if valueIndex > lengthOri-1:
- own["valueIndex"] = 0
- if objIndex < 0:
- own["objIndex"] = lengthOri-2
-
- name, orientation = readData.returntdOrientation(objIndex, valueIndex)
- name = 'throw_deck'
- if name in scene.objects:
-
- oXYZ = scene.objects[name].localOrientation.to_euler()
-
- oXYZ[0] = float(orientation[0])
- oXYZ[1] = float(orientation[1])
- oXYZ[2] = float(orientation[2])
-
- try:
- #print('recording tdOri')
- scene.objects[name].localOrientation = oXYZ.to_matrix()
- except:
- pass
-
- #
- #-----revert sound-----#
- own["lengthSrevertsound"] = readData.getLengthSrevertsound()
- lengthSrevertsound = own["lengthSrevertsound"]
- if lengthSrevertsound:
- if valueIndex > lengthSrevertsound-1:
- own["valueIndex"] = 0
- if objIndex < 0:
- own["objIndex"] = lengthSrevertsound-2
- name, srevertsound = readData.returnSrevertsound(objIndex, valueIndex)
- if name in scene.objects:
- try:
- #cube = scene.objects[sound_empty]
- srevertsound = round(srevertsound, 2)
- #act = cube.actuators["revertSound"]
- #if srevertsound == 1:
- #act.startSound()
- #print("grindsound = ", spopsound, sgrind_railPitch)
- except:
- print("sound passed")
- pass
-
-
-
- def main(recording_cutoff, cc):
- num = 1
- obj = scene.objects["control_cube.002"]
- #own = scene.objects["Camera.003"]
- if num == 1:
-
- #for obj in scene.objects:
- if "record_position" in obj:
- getData.savePosition(obj, recording_cutoff)
- if "record_orientation" in obj:
- getData.saveOrientation(obj, recording_cutoff)
- if "record_scale" in obj:
- getData.saveScale(obj, recording_cutoff)
- if "record_color" in obj:
- getData.saveColor(obj, recording_cutoff)
- if "record_state" in obj:
- getData.saveState(obj, recording_cutoff)
- if "record_visibility" in obj:
- getData.saveVisibility(obj, recording_cutoff)
- if "record_skateranim" in obj:
- getData.saveSkaterAnim(obj, recording_cutoff)
- if "record_skateranimf" in obj:
- getData.saveSkaterAnimF(obj, recording_cutoff)
- if "record_deckanim" in obj:
- getData.saveDeckAnim(obj, recording_cutoff)
- if "record_deckanimf" in obj:
- getData.saveDeckAnimF(obj, recording_cutoff)
- #if "record_sroll_vol" in obj:
- getData.saveSrollVol(obj, recording_cutoff)
- #if "record_sroll_pitch" in obj:
- getData.saveSrollPitch(obj, recording_cutoff)
- getData.saveSgrind_cementVol(obj, recording_cutoff)
- getData.saveSgrind_cementPitch(obj, recording_cutoff)
- getData.saveSgrind_railVol(obj, recording_cutoff)
- getData.saveSgrind_railPitch(obj, recording_cutoff)
- getData.saveSpopsound(obj, recording_cutoff)
- getData.saveSlandsound(obj, recording_cutoff)
- getData.saveSdeckvis(obj, recording_cutoff)
- getData.savetdPosition(obj, recording_cutoff)
- getData.savetdOrientation(obj, recording_cutoff)
- getData.saveSrevertsound(obj, recording_cutoff)
- boneRecord.Record()
- own['sndmgr'].Record()
-
- #print('recording cutoff', recording_cutoff)
-
- def breakOut():
- num = 1
- obj = scene.objects["control_cube.002"]
- if num == 1:
- #for obj in scene.objects:
- obj.restoreDynamics()
- try:
- name, state = readData.returnState(own["objIndex"], own["valueIndex"])
- obj.state = state
- except:
- pass
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