This page has been translated automatically.
Видеоуроки
Интерфейс
Основы
Продвинутый уровень
Подсказки и советы
Основы
Программирование на C#
Рендеринг
Профессиональный уровень (SIM)
Принципы работы
Свойства (properties)
Компонентная Система
Рендер
Физика
Редактор UnigineEditor
Обзор интерфейса
Работа с ассетами
Контроль версий
Настройки и предпочтения
Работа с проектами
Настройка параметров ноды
Setting Up Materials
Настройка свойств
Освещение
Sandworm
Использование инструментов редактора для конкретных задач
Расширение функционала редактора
Встроенные объекты
Ноды (Nodes)
Объекты (Objects)
Эффекты
Декали
Источники света
Geodetics
World-ноды
Звуковые объекты
Объекты поиска пути
Player-ноды
Программирование
Основы
Настройка среды разработки
Примеры использования
C++
C#
UnigineScript
UUSL (Unified UNIGINE Shader Language)
Плагины
Форматы файлов
Материалы и шейдеры
Rebuilding the Engine Tools
Интерфейс пользователя (GUI)
VR Development
Двойная точность координат
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
Работа с контентом
Оптимизация контента
Материалы
Визуальный редактор материалов
Material Nodes Library
Miscellaneous
Input
Math
Matrix
Textures
Art Samples
Учебные материалы

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


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.

void setNumBones ( int bones ) #

Sets the number of bones to be affected by the animation modifier.

Arguments

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

int getNumBones ( ) const#

Returns the number of bones affected by the animation modifier.

Return value

The number of bones affected by the 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: 16.11.2023
Build: ()