This page has been translated automatically.
Video Tutorials
Interface
Essentials
Advanced
How To
Basics
Rendering
Professional (SIM)
UnigineEditor
Interface Overview
Assets Workflow
Version Control
Settings and Preferences
Working With Projects
Adjusting Node Parameters
Setting Up Materials
Setting Up Properties
Lighting
Sandworm
Using Editor Tools for Specific Tasks
Extending Editor Functionality
Built-in Node Types
Nodes
Objects
Effects
Decals
Light Sources
Geodetics
World Nodes
Sound Objects
Pathfinding Objects
Players
Programming
Fundamentals
Setting Up Development Environment
Usage Examples
C++
C#
UnigineScript
UUSL (Unified UNIGINE Shader Language)
Plugins
File Formats
Materials and Shaders
Rebuilding the Engine Tools
GUI
Double Precision Coordinates
API
Containers
Common Functionality
Controls-Related Classes
Engine-Related Classes
Filesystem Functionality
GUI-Related Classes
Math Functionality
Node-Related Classes
Objects-Related Classes
Networking Functionality
Pathfinding-Related Classes
Physics-Related Classes
Plugins-Related Classes
IG Plugin
CIGIConnector Plugin
Rendering-Related Classes
VR-Related Classes
Content Creation
Content Optimization
Materials
Material Nodes Library
Miscellaneous
Input
Math
Matrix
Textures
Art Samples
Tutorials

Unigine.AnimationBindMaterial Class

Warning
The functionality described here is EXPERIMENTAL and is not recommended for production use. Future releases may bring significant changes to API and features. Backward compatibility of the final production-ready version is not guaranteed.
Inherits from: AnimationBind

This class is used to manage material 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.

The material to be animated can be bound either via the material asset or via an object's surface to which this material is assigned depending on the specified access mode. In case of accessing a material via a surface we'll get a child material inherited from the one assigned to this surface.

AnimationBindMaterial Class

Enums

ACCESS#

Access mode. Defines the way the animated material is obtained.
NameDescription
FROM_ASSET = 0The material to be animated is obtained from a material asset (.mat).
FROM_SURFACE = 1The material to be animated is obtained from a surface of an object. In this case we'll get a child material inherited from the one assigned to the surface.

Properties

AnimationBindMaterial.ACCESS Access#

The material access mode. Defines the way the animated material is obtained.

UGUID MaterialDescriptionGUID#

The GUID of the animated material.

UGUID MaterialDescriptionFileGUID#

The GUID of the file describing the animated material.

int ObjectDescriptionID#

The ID of the object, to which a surface with the animated material belongs.

string ObjectDescriptionName#

The name of the object, to which a surface with the animated material belongs.

string SurfaceDescriptionName#

The name of the surface, to which the animated material is assigned.

int SurfaceDescriptionIndex#

The number of the surface, to which the animated material is assigned.

Object Object#

The object to which the animated material is assigned.

Material Material#

The animated material.

Members


AnimationBindMaterial ( ) #

Constructor. Creates an empty material binding.

void SetMaterialDescription ( UGUID guid, UGUID file_guid ) #

Sets the description parameters of the animated material. This method is used if the access mode is set to ACCESS.FROM_ASSET

Arguments

  • UGUID guid - GUID of the animated material.
  • UGUID file_guid - GUID of the file describing the animated material.

void SetObjectDescription ( int id, string name ) #

Sets the description parameters of the object to which a surface with the animated material belongs. This method is used if the access mode is set to ACCESS.FROM_SURFACE.

Arguments

  • int id - ID of the object, to which a surface with the animated material belongs.
  • string name - Name of the object, to which a surface with the animated material belongs.

void SetSurfaceDescription ( string name, int index ) #

Sets the description parameters of the surface to which the animated material is assigned. This method is used if the access mode is set to ACCESS.FROM_SURFACE

Arguments

  • string name - Name of the surface, to which the animated material is assigned.
  • int index - Number of the surface, to which the animated material is assigned.
Last update: 2024-12-13
Build: ()