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3D Game Animation Creation: Using the Animation Transition Classes

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Abstract

Now that you have created the multitiered gameBoard Group Node (subclass) hierarchy, textured all of the 3D components underneath that hierarchy, made sure that your 3D game board model center-rotates, and created a 3D spinner UI to randomly rotate this gameBoard 3D model (hierarchy) to select a random quadrant, it’s time to add animation objects to the game design using a custom createAnimationAssets() method for the spinner to call to create random “spins” for use during gameplay. We’ll also set up 3D object mouse click event-handling code to trigger the animation and the logic that will randomize your RotateTransition parameters before this spin is undertaken.

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© 2017 Wallace Jackson

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Jackson, W. (2017). 3D Game Animation Creation: Using the Animation Transition Classes. In: Pro Java 9 Games Development. Apress, Berkeley, CA. https://doi.org/10.1007/978-1-4842-0973-8_16

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