Meta_Sequence

A sequence is a collection of tracks that animate target nodes Valid child types: Meta_AssemblyTrack, Meta_PropertyTrack, Meta_SequenceTrack.

Public Types


enum IDX

Property index.

Idx_Enabled

bool - If true, the animation actor will timestep this sequence's Idx_Position each frame until it reaches Idx_Length, at which point the sequence will be looped or disabled

Idx_Position

float - The current time in seconds that the sequence is set to

Idx_Length

float - The length of the sequence in seconds (as calculated by the animation actor)

Idx_PlayMode

PlayMode (int) - Whether to play the sequence forwards or backwards when it is enabled

Idx_PlayCount

int - The number of times to play the sequence (or part of it, as defined by Idx_LoopStart and Idx_LoopEnd). If < 0, the sequence will loop forever

Idx_PlaySpeed

float - Playback rate (0.5 = half speed, 2.0 = double speed, etc.)

Idx_FixedPlaySpeed

bool - If true, this sequence will ignore the global play speed setting

Idx_PlayUser

link - The last user to interact with this sequence. This is used when collaborating to make camera tracks affect the user who triggered the sequence

Idx_InitialState

InitialState (int) - The state of the sequence when the scene is loaded

Idx_InitialPosition

float - The start time in seconds of the sequence when the scene is loaded

Idx_DisableSceneVisuals

bool - If true, don't draw visuals in the 3D scene for this sequence. This can improve performance in sequences with lots of keyframes (such as mocap data)

Idx_DisableActions

bool - If true, ignore any action frames in this sequence. This can improve performance slightly in sequences without action frames

Idx_Looped

bool - If true, the sequence just looped around at the previous timestep. This value will be reset at the next timestep, and can be queried to prevent actions from being executed whilst looping, etc.

Idx_LoopStart

float - The start time in seconds of the looped part of the sequence

Idx_LoopEnd

float - The end time in seconds of the looped part of the sequence. If zero, loop the whole sequence


Values for Idx_InitialState.

STATE_PAUSE

Sequence is paused when initially loaded from file (Symbols - C: "StatePause", Lua: __Sequence_StatePause)

STATE_PLAY_FORWARDS

Sequence is playing fowards when initially loaded from file (Symbols - C: "StatePlayForwards", Lua: __Sequence_StatePlayForwards)

STATE_PLAY_BACKWARDS

Sequence is playing backwards when initially loaded from file (Symbols - C: "StatePlayBackwards", Lua: __Sequence_StatePlayBackwards)


Values for Idx_PlayMode.

PLAY_FORWARDS

Sequence plays forwards when enabled (Symbols - C: "PlayForwards", Lua: __Sequence_PlayForwards)

PLAY_BACKWARDS

Sequence plays backwards when enabled (Symbols - C: "PlayBackwards", Lua: __Sequence_PlayBackwards)

No Results.

Getting StartedArchitectureBest PracticesHow ToAdvanced TopicsChangelogvrtree_cppCoreForeign Function InterfaceMetanodesMigrationsObserversPropertiesTreeUtilitiesAPI DefinitionsVR ExchangePluginsLua API