I am loading a third-party .dae Collada file as a scene into a SceneKit project.
The .dae file has many different animations in it, set at different times/frames. I
Here is code that converts frame numbers to times and then plays only that portion of the animation by using a CAAnimationGroup as @Toyos described. This sample code plays an "idle" animation by repeating frames 10 through 160 of fullAnimation:
func playIdleAnimation() {
let animation = subAnimation(of:fullAnimation, startFrame: 10, endFrame: 160)
animation.repeatCount = .greatestFiniteMagnitude
addAnimation(animation, forKey: "animation")
}
func subAnimation(of fullAnimation:CAAnimation, startFrame:Int, endFrame:Int) -> CAAnimation {
let (startTime, duration) = timeRange(startFrame:startFrame, endFrame:endFrame)
let animation = subAnimation(of: fullAnimation, offset: startTime, duration: duration)
return animation
}
func subAnimation(of fullAnimation:CAAnimation, offset timeOffset:CFTimeInterval, duration:CFTimeInterval) -> CAAnimation {
fullAnimation.timeOffset = timeOffset
let container = CAAnimationGroup()
container.animations = [fullAnimation]
container.duration = duration
return container
}
func timeRange(startFrame:Int, endFrame:Int) -> (startTime:CFTimeInterval, duration:CFTimeInterval) {
let startTime = timeOf(frame:startFrame)
let endTime = timeOf(frame:endFrame)
let duration = endTime - startTime
return (startTime, duration)
}
func timeOf(frame:Int) -> CFTimeInterval {
return CFTimeInterval(frame) / framesPerSecond()
}
func framesPerSecond() -> CFTimeInterval {
// number of frames per second the model was designed with
return 30.0
}