Expand description
Animation allows you to change properties of arbitrary objects at runtime using a set of key frames.
See Animation
docs for more info.
Modules§
- container
- Track data container is a flexible source of data for numeric parameters, it is built using a set
of parametric curves. See
TrackDataContainer
docs for more info. - machine
- Animation blending state machine.
- pose
- Pose is a set of property values of a node (
NodePose
) or a set of nodes (AnimationPose
). - signal
- Signal is a named marker on specific time position on the animation timeline. See
AnimationSignal
docs for more info. - spritesheet
- Sprite sheet animation is used to create simple key frame animation using single image with series of frames.
- track
- Track is responsible in animating a property of a single scene node. See
Track
docs for more info. - value
- A module that contains everything related to numeric values of animation tracks. See
TrackValue
docs for more info.
Structs§
- Animation
- Overview
- Animation
Container - A container for animations. It is a tiny wrapper around
Pool
, you should never create the container yourself, it is managed by the engine. - Animation
Event - An event happened in an animation.
- Animation
Pose - Animations pose is a set of node poses. See
NodePose
docs for more info. - Animation
Signal - Signal is a named marker on specific time position on the animation timeline. Signal will emit an event if the animation playback
time passes signal’s position from left-to-right (or vice versa depending on playback direction). Signals are usually used to
attach some specific actions to a position in time. For example, you can have a walking animation and you want to emit sounds
when character’s feet touch ground. In this case you need to add a few signals at times when each foot touches the ground.
After that all you need to do is to fetch animation events one-by-one and emit respective sounds. See
AnimationSignal
docs for more info and examples. - Animation
Tracks Data - A container for animation tracks. Multiple animations can share the same container to reduce memory consumption. It could be extremely useful in case of many instances of a little amount of kinds of animated models.
- Node
Pose - A “captured” state of properties of some animated scene node. The pose can be considered as container of values of some properties.
- Root
Motion - Motion of a root node of an hierarchy of nodes. It contains relative rotation and translation in local space of the node. To transform this data into velocity and orientation you need to multiply these parts with some global transform, usually with the global transform of the mesh that is being animated.
- Root
Motion Settings - Root motion settings. It allows you to set a node (root) from which the motion will be taken as well as filter out some unnecessary parts of the motion (i.e. do not extract motion on Y axis).
Traits§
- Entity
Id - Identifier of an entity, that can be animated.
Type Aliases§
- Animation
Tracks Data Resource - A resource that holds animation tracks. This resource can be shared across multiple animations.