Is there some way to animate lights, to simulate fire lighting?
Animate lights?
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that do you mean then talk about light anim ?
if it not about animated textures, you may do something like this:
for example for my boom fx i’m animate brightness of light
//light
light_ = GetNode()->GetComponent<Light>();
lightAnim_ = SharedPtr<ValueAnimation>(new ValueAnimation(context_));
lightAnim_->SetKeyFrame(0.0f, 0.0f); // 0 sec
lightAnim_->SetKeyFrame(0.5f, 10.0f);
lightAnim_->SetKeyFrame(1.0f, 0.0f); // 1 sec
light_->SetAttributeAnimation("Brightness Multiplier", lightAnim_);
mb also may animate - “range” from low->max->low…
i don’t know color of the light also animated or not.
![](../../../images/{size}.png)
Cant remember if was in Torque3D or Unity3D editor, but there was a parameter that allowed to animate a light, specifically the one I used was Fire. The resulting light behaved like fire, randomly chaging intensity, I think that also the casted shadows shifted position, like the real fire light does.
![](../../../images/119_2.png)
![](../../../images/{size}.png)
Yes, but particles cant be saved yet, unless I missed some commmit that enbales serialization for it.
![](../../../images/{size}.png)
You could write an ValueAnimation that sets it to varying intensities at varying timeframes. Not that easy to randomize values though, you’d have to either have a suitable long time frame and loop or recreate after its finished.
![](../../../images/{size}.png)
Damn, Ill have to postpone that until I know more Urho3D and graphics programming.
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It’s in the documentation. In fact, the entry on attribute animation specifically includes an example for animating the position and color of a light using object animation.