AnimationBindNode 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.
Warning
The scope of applications for UnigineScript is limited to implementing materials-related logic (material expressions, scriptable materials, brush materials). Do not use UnigineScript as a language for application logic, please consider C#/C++ instead, as these APIs are the preferred ones. Availability of new Engine features in UnigineScript (beyond its scope of applications) is not guaranteed, as the current level of support assumes only fixing critical issues.
Inherits from: | AnimationBind |
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.
AnimationBindNode Class
Members
void setNode ( Node node ) #
Sets a new animated node.
Arguments
- Node node - The animated node.
Node getNode() const#
Returns the current animated node.
Return value
Current animated node.getNodeDescriptionID() const#
Returns the current ID of the node, to be animated.
Return value
Current ID of the node.const char * getNodeDescriptionName() const#
Returns the current name of the node, to be animated.
Return value
Current name of the node.AnimationBindNode ( ) #
Constructor. Creates an empty node binding.void setNodeDescription ( int id, string name ) #
Sets the description components of the animated node.Arguments
- int id - ID of the node, to be animated.
- string name - name of the node, to be animated.
The information on this page is valid for UNIGINE 2.20 SDK.
Last update:
2023-11-29
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