Expand description
Data structures and methods for dealing with armatures.
@see https://docs.blender.org/manual/en/dev/modeling/armature/introduction.html - Armature Introduction
Structs§
- Action
- A set of keyframes along with metadata such as pose markers.
- Action
Keyframes - All of the keyframes in an action.
- Blender
Armature - All of the data about a Blender armature that we’ve exported from Blender. A BlenderArmature should have all of the data that you need to implement skeletal animation.
- Bone
Keyframe - The transformation for a bone at a particular time
- Bone
Keyframes - The keyframes for the transformations for a bone
- Coordinate
System - A coordinate system is used to make sense of coordinates.
- Frame
Offset - Describes some number of frames to offset from some other frame. Useful for sampling keyframes.
- Keyframe
- The pose bones at an individual keyframe time
- Sample
Desc - Describes how to sample animation keyframes
- Sorted
Keyframes - Keyframes sorted in ascending frame order
Enums§
- Axis
- Blender
Error - Something went wrong in the Blender child process that was trying to parse your armature data.
- Bone
- A bone in an armature. Can either be a dual quaternion or a matrix. When you export bones from Blender they come as matrices - BlenderArmature lets you convert them into dual quaternions which are usually more favorable for when implementing skeletal animation with rigid transformations.
- Flatten
Armature Error - An error when trying to flatten your exported data across multiple files into one HashMap of armature name to armature data.
- Hand
- Represents the orientation of the coordinate system using the right hand rule.
- Joint
Indices Ref - The joints to sample.
Functions§
- blend_
towards_ bones - Blend from the start bones towards the ending bones.
- flatten_
exported_ armatures - Convert ArmatureeshByFilename into a HashMap<ArmatureName, BlenderArmature> that flattens all of the armatures across all of the files into one HashMap.
- get_
surrounding_ keyframes - If you’re sampling frame 1.5 and there are three keyframes - 0, 2, 3 the surrounding keyframes are 0 and 2.
- interpolate_
bone - Interpolate from the start to the end bone using the given amount between [0.0, 1.0] inclusive.
- interpolate_
dual_ quats - Interpolate from the start to the end bone using the given amount between [0.0, 1.0] inclusive.
- linear_
200_ milliseconds - Returns 0.0 if no time has elapsed. Returns 0.5 if 100 milliseconds have elapsed. Returns 1.0 if >= 200 milliseconds have elapsed
- parse_
armatures_ from_ blender_ stdout - Given a buffer of standard output from Blender we parse all of the armature JSON that was
written to stdout by
blender-armature-to-json.py.