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
Warning! This version of documentation is OUTDATED, as it describes an older SDK version! Please switch to the documentation for the latest SDK version.
Warning! This version of documentation describes an old SDK version which is no longer supported! Please upgrade to the latest SDK version.

Unigine::AnimationModifierBones 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.
Header: #include <UnigineAnimation.h>
Inherits from: AnimationModifier

This class allows animating all bones for ObjectMeshSkinned.

AnimationModifierBones Class

Members

void setNumBones ( ) #

Sets a new number of bones affected by the animation modifier.

Arguments

  • bones - The number of bones affected by the animation modifier.

getNumBones() const#

Returns the current number of bones affected by the animation modifier.

Return value

Current number of bones affected by the animation modifier.

AnimationModifierBones ( ) #

Constructor. Creates a new animation modifier for bones.

void copy ( const Ptr<AnimationModifierBones> & modifier ) #

Copies all data from the specified source animation modifier.

Arguments

  • const Ptr<AnimationModifierBones> & modifier - Source animation modifier.

int getValueByTime ( float time, Vector< Math::mat4> & OUT_transforms ) #

Returns the number of bones affected by the animation modifier and saves the transformation values of the modifier at the specified time.

Arguments

  • float time - Time of the key on the timeline, in seconds.
  • Vector< Math::mat4> & OUT_transforms - Transformation matrices to save the returned values.
    Notice
    This output buffer is to be filled by the Engine as a result of executing the method.

Return value

The number of bones affected by the animation modifier.

void addValue ( float time, Vector< Math::mat4> & OUT_transforms ) #

Adds the transformation values to the modifier at the specified time.

Arguments

  • float time - Time of the key on the timeline, in seconds.
  • Vector< Math::mat4> & OUT_transforms - Transformation matrices.
    Notice
    This output buffer is to be filled by the Engine as a result of executing the method.

void setCurvePosX ( int bone_index, const Ptr<AnimationCurveFloat> & in_curve ) #

Sets the curve storing the bone positions along the X axis.

Arguments

  • int bone_index - Index of the bone.
  • const Ptr<AnimationCurveFloat> & in_curve - The animation curve storing the bone positions along the X axis.

Ptr<AnimationCurveFloat> getCurvePosX ( int bone_index ) const#

Returns the curve storing the bone positions along the X axis.

Arguments

  • int bone_index - Index of the bone.

Return value

The animation curve storing the bone positions along the X axis.

void setCurvePosY ( int bone_index, const Ptr<AnimationCurveFloat> & in_curve ) #

Sets the curve storing the bone positions along the Y axis.

Arguments

  • int bone_index - Index of the bone.
  • const Ptr<AnimationCurveFloat> & in_curve - The animation curve storing the bone positions along the Y axis.

Ptr<AnimationCurveFloat> getCurvePosY ( int bone_index ) const#

Returns the curve storing the bone positions along the Y axis.

Arguments

  • int bone_index - Index of the bone.

Return value

The animation curve storing the bone positions along the Y axis.

void setCurvePosZ ( int bone_index, const Ptr<AnimationCurveFloat> & in_curve ) #

Sets the curve storing the bone positions along the Z axis.

Arguments

  • int bone_index - Index of the bone.
  • const Ptr<AnimationCurveFloat> & in_curve - The animation curve storing the bone positions along the Z axis.

Ptr<AnimationCurveFloat> getCurvePosZ ( int bone_index ) const#

Returns the curve storing the bone positions along the Z axis.

Arguments

  • int bone_index - Index of the bone.

Return value

The animation curve storing the bone positions along the Z axis.

void setCurveRot ( int bone_index, const Ptr<AnimationCurveQuat> & in_curve ) #

Sets the curve storing the bone transforms.

Arguments

  • int bone_index - Index of the bone.
  • const Ptr<AnimationCurveQuat> & in_curve - The animation curve storing the bone transforms.

Ptr<AnimationCurveQuat> getCurveRot ( int bone_index ) const#

Returns the curve storing the bone transforms.

Arguments

  • int bone_index - Index of the bone.

Return value

The animation curve storing the bone transforms.

void setCurveScaleX ( int bone_index, const Ptr<AnimationCurveFloat> & in_curve ) #

Sets the animation curve storing the bone scaling along the X axis.

Arguments

  • int bone_index - Index of the bone.
  • const Ptr<AnimationCurveFloat> & in_curve - The animation curve storing the bone scaling along the X axis.

Ptr<AnimationCurveFloat> getCurveScaleX ( int bone_index ) const#

Returns the animation curve storing the bone scaling along the X axis.

Arguments

  • int bone_index - Index of the bone.

Return value

The animation curve storing the bone scaling along the X axis.

void setCurveScaleY ( int bone_index, const Ptr<AnimationCurveFloat> & in_curve ) #

Sets the animation curve storing the bone scaling along the Y axis.

Arguments

  • int bone_index - Index of the bone.
  • const Ptr<AnimationCurveFloat> & in_curve - The animation curve storing the bone scaling along the Y axis.

Ptr<AnimationCurveFloat> getCurveScaleY ( int bone_index ) const#

Returns the animation curve storing the bone scaling along the Y axis.

Arguments

  • int bone_index - Index of the bone.

Return value

The animation curve storing the bone scaling along the Y axis.

void setCurveScaleZ ( int bone_index, const Ptr<AnimationCurveFloat> & in_curve ) #

Sets the animation curve storing the bone scaling along the Z axis.

Arguments

  • int bone_index - Index of the bone.
  • const Ptr<AnimationCurveFloat> & in_curve - The animation curve storing the bone scaling along the Z axis.

Ptr<AnimationCurveFloat> getCurveScaleZ ( int bone_index ) const#

Returns the animation curve storing the bone scaling along the Z axis.

Arguments

  • int bone_index - Index of the bone.

Return value

The animation curve storing the bone scaling along the Z axis.
Last update: 2024-08-16
Build: ()