This page has been translated automatically.
Video Tutorials
Interface
Essentials
Advanced
How To
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.AnimationBindPropertyParameter 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 property parameter 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 property parameter to be animated can be bound either via the property asset, via a node or an object's surface to which the property holding the animated parameter is assigned depending on the specified access mode. In case of accessing property parameter via a surface we'll get a child property inherited from the one assigned to this surface.

AnimationBindPropertyParameter 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_NODE = 1The material to be animated is obtained from a node.
FROM_SURFACE = 2The material to be animated is obtained from a surface of an object. In this case we'll get a child property inherited from the one assigned to the surface.

Properties

AnimationBindPropertyParameter.ACCESS Access#

The property parameter access mode. Defines the way the animated property parameter is obtained.

UGUID PropertyDescriptionGUID#

The GUID of the property to which the animated parameter belongs.

UGUID PropertyDescriptionFileGUID#

The GUID of the file describing the property to which the animated parameter belongs.

int NodeDescriptionID#

The ID of the node, to which a property with the animated parameter belongs.

string NodeDescriptionName#

The name of the node, to which a property with the animated parameter belongs.

string NodePropertyDescriptionName#

The name of the node property, to which the animated parameter belongs.

int NodePropertyDescriptionIndex#

The index of the node property, to which the animated parameter belongs.

string SurfaceDescriptionName#

The name of the surface, to which a property with the animated parameter is assigned.

int SurfaceDescriptionIndex#

The number of the surface, to which a property with the animated parameter is assigned.

string ParameterPath#

The path/name of the animated parameter in the property.

Node Node#

The node with a property to which the animated parameter belongs.

Property Property#

The animated property parameter.

PropertyParameter PropertyParameter#

The animated property parameter.

Members


AnimationBindPropertyParameter ( ) #

Constructor. Creates an empty property parameter binding.

void SetPropertyDescription ( UGUID guid, UGUID file_guid ) #

Sets the description components of the animated property parameter. This method is used if the access mode is set to ACCESS.FROM_ASSET.

Arguments

  • UGUID guid - GUID of the property to which the animated parameter belongs.
  • UGUID file_guid - GUID of the file describing the property to which the animated parameter belongs.

void SetNodeDescription ( int id, string name ) #

Sets the description components of the animated property parameter. This method is used if the access mode is set to ACCESS.FROM_NODE.

Arguments

  • int id - ID of the node property, to which the animated parameter belongs.
  • string name - name of the node, to which a property with the animated parameter belongs.

void SetNodePropertyDescription ( string name, int index ) #

Sets the description components of the animated property parameter. This method is used if the access mode is set to ACCESS.FROM_ASSET or ACCESS.FROM_SURFACE.

Arguments

  • string name - Name of the property, to which the animated parameter belongs.
  • int index - index of the property, to which the animated parameter belongs.

void SetSurfaceDescription ( string name, int index ) #

Sets the description components of the animated property parameter. This method is used if the access mode is set to ACCESS.FROM_SURFACE.

Arguments

  • string name - number of the surface, to which a property with the animated parameter is assigned.
  • int index - number of the surface, to which a property with the animated parameter is assigned.
Last update: 2023-11-29
Build: ()