shown in other instead.
This class is used to manage node bindings of animation objects via code. Animation objects serve as proxies in animation sequences and are bound to specific objects (materials, nodes, property parameters, or runtime objects like widgets and windows) at the playback stage.
Bindings are used to store, search, and obtain real engine objects that are actually animated.
Return valueCurrent animated node.
Return valueCurrent ID of the node.
const char * getNodeDescriptionName() const#
Return valueCurrent name of the node.
AnimationBindNode ( ) #Constructor. Creates an empty node binding.
void setNodeDescription ( int id, const char * name ) #Sets the description components of the animated node.
- int id - ID of the node, to be animated.
- const char * name - name of the node, to be animated.