class SkeletonAnimator
package away3d.animators
extends AnimatorBase › NamedAssetBase
implements IAnimator
Available on all platforms
Provides an interface for assigning skeleton-based animation data sets to mesh-based entity objects and controlling the various available states of animation through an interative playhead that can be automatically updated or manually triggered.
Constructor
new(animationSet:SkeletonAnimationSet, skeleton:Skeleton, forceCPU:Bool = false)
Creates a new SkeletonAnimator object.
Parameters:
skeletonAnimationSet | The animation data set containing the skeleton animations used by the animator. |
|---|---|
skeleton | The skeleton object used for calculating the resulting global matrices for transforming skinned mesh data. |
forceCPU | Optional value that only allows the animator to perform calculation on the CPU. Defaults to false. |
Variables
Methods
play(name:String, ?transition:IAnimationTransition, ?offset:Int):Void
Plays an animation state registered with the given name in the animation data set.
Parameters:
name | The data set name of the animation state to be played. |
|---|---|
transition | An optional transition object that determines how the animator will transition from the currently active animation state. |
offset | An option offset time (in milliseconds) that resets the state's internal clock to the absolute time of the animator plus the offset value. Required for non-looping animation states. |
setRenderState(stage3DProxy:Stage3DProxy, renderable:IRenderable, vertexConstantOffset:Int, vertexStreamOffset:Int, camera:Camera3D):Void
@inheritDoc