Create and animate graphic displays

When you set up animation for an object you define how you want it to behave at runtime. This is done by linking the objects to tags, either in the HMI tag database or, if you are connecting directly to network devices using a data server, to tags in a device.
You can attach animation to a graphic object or group of objects using one of the following: object animation, key animation, OLE verb animation, or ActiveX animation. You can also create a VBA program for a display that will let the operator interact with the objects in a display at runtime.
Object Animation
Object animation associates objects with tags so the appearance and movement of an object changes to reflect changes to a tag's value. Use the options on the Animation menu or in the Animation dialog boxes to define object behavior.
When specifying a tag name you can use an existing tag, create a new one, or use a tag placeholder.
In general, except for visibility, fill, and color, animation set up for a group of objects takes precedence over animation set up for individual objects within the group. As well, some positioning animation may be additive. Be sure to test group animation to ensure that it produces the effect you intend.
  • For visibility animation, the
    Invisible
    behavior takes precedence.
  • For fill animation, group animation is added to object animation.
  • For color animation, applying color animations to an object group as well as to the individual objects in the group causes unexpected behaviors. To set up color animations for an object group, either apply the color animations to the group, or to the individual objects in the group.
If you use a tag's value to control visibility animation as well as in an expression to control some other aspect of animation, when you set up visibility you should set the Expression true state to
Invisible
. If you do not do this, the object could appear briefly in its design-time location and orientation before animating properly.
Key Animation
To set up key animation you redefine the operation of a particular key, or combination of keys, by assigning a command or macro to a key action (press, hold, or release). At runtime, when the key action occurs the command or macro is carried out. You can set up keys this way for objects, displays, or the HMI project (client keys).
The keys that can be redefined this way are the alphabetic keys, function keys, navigation keys on the numeric keypad, and the mouse buttons. You can use these alone or in combination with Control or Shift, or both Control and Shift.
  • Object keys are defined in the Graphics editor using the Object Keys option on the Edit menu or on the object's context menu. An object key is available at runtime when the object for which it is defined has input focus.
  • Display keys are defined in the Graphics editor using the Display Keys option on the Edit menu or on the display's context menu. A display key is available at runtime when the display it is defined for is open. Display keys provide a way for the operator to interact with the application.
  • Client keys are defined using the Client Keys editor, which is in the Logic and Control folder in the Explorer window. Client keys are available on the display client when the HMI project they are defined for is running.
When using the key animation:
  • The order of precedence for key animation is: object keys, display keys and client keys. For example, if a key has both object and display key definitions, the object key definition takes precedence over the display key, and is carried out when the object has focus and the key is pressed. The display key action will not be carried out.
  • Object and display key definitions take precedence over reserved keys such as PgUp, which have a special, predefined action that they perform in FactoryTalk View. You can make reserved keys unavailable by assigning object or display key definitions to them.
  • If you are using embedded OLE or ActiveX objects in a display, be sure you are aware of any keys that are used in these objects and try to avoid using them as object, display, or client keys.
OLE verb animation
OLE verb animation applies only to embedded or linked OLE objects and lets you activate an OLE object by initiating one of the verbs associated with it. Use the OLE Verb option on the Animation menu to define OLE verb animation for an object.
ActiveX animation
ActiveX animation applies only to embedded ActiveX objects. Use the Properties, Methods and ActiveX Events options on the Edit menu to work with ActiveX objects. You can attach an FactoryTalk View tag to an ActiveX control so that it reflects that tag’s value or changes it.
When using the ActiveX animation:
  • The runtime behavior of ActiveX objects depends on the vendor's implementation. Test objects thoroughly before you run a project to ensure they behave as expected.
  • If a key is embedded in an OLE or ActiveX object and also has a client key definition, when the object has focus and the key is pressed, the client key action is carried out as well as the action within the object. For this reason, it is important to be aware of the significant keys in any embedded objects you use so that you do not inadvertently create unpredictable behavior in an application.
  • When an embedded OLE object such as a Microsoft Excel Spreadsheet has focus, its keys always take precedence over other key definitions. For example, if a key has both a display action assigned to it and an action assigned to it within the OLE object, when the OLE object has focus, its key action will be carried out and the display action will not.
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