Unigine.AnimationBindNode Class
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 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
Properties
Node Node#
The animated node.
int NodeDescriptionID#
The ID of the node, to be animated.
string NodeDescriptionName#
The name of the node, to be animated.
Members
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.
Last update:
13.12.2024
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