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
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 ) |
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 ) |