Unigine.AnimationModifierBones 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: | AnimationModifier |
This class allows animating all bones for ObjectMeshSkinned.
AnimationModifierBones Class
Properties
int NumBones#
The number of bones affected by the animation modifier.
Members
AnimationModifierBones ( ) #
Constructor. Creates a new animation modifier for bones.void Copy ( AnimationModifierBones modifier ) #
Copies all data from the specified source animation modifier.Arguments
- AnimationModifierBones modifier - Source animation modifier.
int GetValueByTime ( float time, 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.
- mat4[]
OUT_transforms - Transformation matrices to save the returned values.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, 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.
- mat4[]
OUT_transforms - Transformation matrices.This output buffer is to be filled by the Engine as a result of executing the method.
void SetCurvePosX ( int bone_index, AnimationCurveFloat in_curve ) #
Sets the curve storing the bone positions along the X axis.Arguments
- int bone_index - Index of the bone.
- AnimationCurveFloat in_curve - The animation curve storing the bone positions along the X axis.
AnimationCurveFloat GetCurvePosX ( int bone_index ) #
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, AnimationCurveFloat in_curve ) #
Sets the curve storing the bone positions along the Y axis.Arguments
- int bone_index - Index of the bone.
- AnimationCurveFloat in_curve - The animation curve storing the bone positions along the Y axis.
AnimationCurveFloat GetCurvePosY ( int bone_index ) #
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, AnimationCurveFloat in_curve ) #
Sets the curve storing the bone positions along the Z axis.Arguments
- int bone_index - Index of the bone.
- AnimationCurveFloat in_curve - The animation curve storing the bone positions along the Z axis.
AnimationCurveFloat GetCurvePosZ ( int bone_index ) #
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, AnimationCurveQuat in_curve ) #
Sets the curve storing the bone transforms.Arguments
- int bone_index - Index of the bone.
- AnimationCurveQuat in_curve - The animation curve storing the bone transforms.
AnimationCurveQuat GetCurveRot ( int bone_index ) #
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, AnimationCurveFloat in_curve ) #
Sets the animation curve storing the bone scaling along the X axis.Arguments
- int bone_index - Index of the bone.
- AnimationCurveFloat in_curve - The animation curve storing the bone scaling along the X axis.
AnimationCurveFloat GetCurveScaleX ( int bone_index ) #
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, AnimationCurveFloat in_curve ) #
Sets the animation curve storing the bone scaling along the Y axis.Arguments
- int bone_index - Index of the bone.
- AnimationCurveFloat in_curve - The animation curve storing the bone scaling along the Y axis.
AnimationCurveFloat GetCurveScaleY ( int bone_index ) #
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, AnimationCurveFloat in_curve ) #
Sets the animation curve storing the bone scaling along the Z axis.Arguments
- int bone_index - Index of the bone.
- AnimationCurveFloat in_curve - The animation curve storing the bone scaling along the Z axis.
AnimationCurveFloat GetCurveScaleZ ( int bone_index ) #
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:
13.12.2024
Помогите сделать статью лучше
Была ли эта статья полезной?
(или выберите слово/фразу и нажмите Ctrl+Enter