This page has been translated automatically.
Video Tutorials
Interface
Essentials
Advanced
How To
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
VR Development
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::AnimationBind 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>

This class is used to manage 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) at the playback stage.

AnimationBind Class

Enums

TYPE#

Binding type.
NameDescription
ANIMATION_BIND = 0Generic binding.
ANIMATION_BIND_NODE = 1Binding to a node.
ANIMATION_BIND_PROPERTY_PARAMETER = 2Binding to a property parameter.
ANIMATION_BIND_MATERIAL = 3Binding to a material.
ANIMATION_BIND_RUNTIME = 4Binding to a runtime object.

Members

AnimationBind::TYPE getType() const#

Returns the current binding type.

Return value

Current binding type.

const char * getTypeName() const#

Returns the current binding type name.

Return value

Current binding type name.
Last update: 2023-11-29
Build: ()