Meta_Animation

An animation is a collection of keyframes and/or actions to apply to a target node.

Valid child types: Meta_AnimationFramePRS, Meta_AnimationFrameBool, Meta_AnimationFrameInt, Meta_AnimationFrameFloat, Meta_AnimationFrameDouble, Meta_AnimationFrameWorldFloat, Meta_AnimationFrameString, Meta_AnimationFrameLink, Meta_AnimationAction

Public Types


enum Axis

Values for Idx_Axis.

AXIS_POSITIVE_X

Rotate the animation target about the positive x-axis (Symbols - C: "AxisPositiveX", Lua: __Animation_AxisPositiveX)

AXIS_POSITIVE_Y

Rotate the animation target about the positive y-axis (Symbols - C: "AxisPositiveY", Lua: __Animation_AxisPositiveY)

AXIS_POSITIVE_Z

Rotate the animation target about the positive z-axis (Symbols - C: "AxisPositiveZ", Lua: __Animation_AxisPositiveZ)

AXIS_NEGATIVE_X

Rotate the animation target about the negative x-axis (Symbols - C: "AxisNegativeX", Lua: __Animation_AxisNegativeX)

AXIS_NEGATIVE_Y

Rotate the animation target about the negative y-axis (Symbols - C: "AxisNegativeY", Lua: __Animation_AxisNegativeY)

AXIS_NEGATIVE_Z

Rotate the animation target about the negative z-axis (Symbols - C: "AxisNegativeZ", Lua: __Animation_AxisNegativeZ)


Values for Idx_AxisOrder.

AXIS_ORDER_XYZ

In Euler angle mode apply X first, then Y, then Z (Symbols - C: "AxisOrderXYZ", Lua: __Animation_AxisOrderXYZ)

AXIS_ORDER_YZX

In Euler angle mode apply Y first, then Z, then X (Symbols - C: "AxisOrderYZX", Lua: __Animation_AxisOrderYZX)

AXIS_ORDER_ZXY

In Euler angle mode apply Z first, then X, then Y (Symbols - C: "AxisOrderZXY", Lua: __Animation_AxisOrderZXY)

AXIS_ORDER_XZY

In Euler angle mode apply X first, then Z, then Y (Symbols - C: "AxisOrderXZY", Lua: __Animation_AxisOrderXZY)

AXIS_ORDER_YXZ

In Euler angle mode apply Y first, then X, then Z (Symbols - C: "AxisOrderYXZ", Lua: __Animation_AxisOrderYXZ)

AXIS_ORDER_ZYX

In Euler angle mode apply Z first, then Y, then X (Symbols - C: "AxisOrderZYX", Lua: __Animation_AxisOrderZYX)


enum IDX

Property index.

Idx_Interpolation

Interpolation (int) - How to transform the animation target between keyframes

Idx_OrientTo

OrientTo (int) - How to rotate the animation target

Idx_LookAtTarget

link - A node with a transform to point the animation target at

Idx_Axis

Axis (int) - The axis of rotation to use when orienting to a path or target

Idx_RotationMethod

RotationMethod (int) - Whether to apply keyframe rotations with quaternions or Euler angles

Idx_AxisOrder

AxisOrder (int) - The order to apply Euler angles. This affects how the animation interpolates between keyframes


Values for Idx_Interpolation.

INTERPOLATION_CONSTANT

Snap to the transform in the previous keyframe (Symbols - C: "InterpolationConstant", Lua: __Animation_InterpolationConstant)

INTERPOLATION_LINEAR

Interpolate along a line between keyframes (Symbols - C: "InterpolationLinear", Lua: __Animation_InterpolationLinear)

INTERPOLATION_CATMULL_ROM

Interpolate along a spline that passes through keyframes (Symbols - C: "InterpolationCatmullRom", Lua: __Animation_InterpolationCatmullRom)


Values for Idx_OrientTo.

ORIENT_TO_KEYFRAMES

Rotate the animation target using values stored in keyframes (Symbols - C: "OrientToKeyframes", Lua: __Animation_OrientToKeyframes)

ORIENT_TO_PATH

Direct the animation target along the path that it's following (Symbols - C: "OrientToPath", Lua: __Animation_OrientToPath)

ORIENT_TO_TARGET

Direct the animation target towards a specified node (Symbols - C: "OrientToTarget", Lua: __Animation_OrientToTarget)

ORIENT_TO_PATH_PLUS_KEYFRAMES

Direct the animation target along the path that it's following and apply keyframe rotations too (Symbols - C: "OrientToPathPlusKeyframes", Lua: __Animation_OrientToPathPlusKeyframes)

ORIENT_TO_TARGET_PLUS_KEYFRAMES

Direct the animation target towards a specified node and apply keyframe rotations too (Symbols - C: "OrientToTargetPlusKeyframes", Lua: __Animation_OrientToTargetPlusKeyframes)


Values for Idx_RotationMethod.

ROTATION_METHOD_QUATERNION

Represent angles below 180 degrees without the concern of gimbal lock (Symbols - C: "RotationMethodQuaternion", Lua: __Animation_RotationMethodQuaternion)

ROTATION_METHOD_EULER_ANGLES

Represent angles above 180 degrees with the possibility of gimbal lock (Symbols - C: "RotationMethodEulerAngles", Lua: __Animation_RotationMethodEulerAngles)

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