Blender Documentation: Last modified September 01 2003 S68
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# Action Actuator

The action actuator provides an interface for controlling action playback in the game engine. Action actuators can only be created on armature objects.

Figure 9. Action Actuator

## Play Modes

Play

  Once triggered, the action will play all the way to the end, regardless of other signals is receives.

Flipper

  When it receives a positive signal, the action will play to the end. When it no longer receives a positive signal it will play from its current frame back to the start.

Loop Stop

  Once triggered, the action will loop so long as it does not receive a negative signal. When it does receive a negative signal it will stop immediately.

Loop End

  Once triggered, the action will loop so long as it does not receive a negative signal. When it does receive a negative signal it will stop only once it has reached the end of the loop.

Property

  The action will display the frame specified in the property field. Will only update when it receives a positive pulse.

## Blending

By editing the "Blendin" field you can request that Blender generates smooth transitions between actions. Blender will create a transition that lasts as many frames as the number specified in the Blendin field.

## Priority

In situations where two action actuators are active on the same frame and they specify conflicting poses, the priority field can be used to resolve the conflict. The action with the lowest numbered priority will override actions with higher numbers. So priority "0" actions will override all others. This field is only important when two actions overlap.

## Overlapping Actions

It is now possible to have two non-conflicting action actuators play simultaneously for the same object. For example, one action could specify the basic movements of the body, while a second action could be used to drive facial animation. To make this work correctly, you should ensure that the two actions do not have any action channels in common. In the facial animation example, the body movement action should not contain channels for the eyes and mouth. The facial animation action should not contain channels for the arms and legs, etc.

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