We didn't do much work on our game in this chapter, but we learned all kinds of things about animation in Panda3D.
In this chapter, we talked about loading
Actor and animations and how to control an
Actor's animations. We also discussed how we can use blending and subparts to further refine our animation control, and we touched on how to include other objects into our
Actor's animations by binding them to joints.
In our next chapter, we'll be adding some shiny new features to our game using intervals. When we're done, our cycles will be armed to the teeth with cannons and machine guns. Look forward to it!