SceneModel |
AnimationGraph | |
CurrentSequence | Allows playback of sequences directly, rather than using an animation graph. Requires Sandbox.SceneModel.UseAnimGraph disabled if the scene model has one. |
DirectPlayback | Access this sceneobject's direct playback. Direct playback is used to control the direct playback node in an animgraph to play sequences directly in code |
Morphs | Access this sceneobject's morph collection. Morphs are generally used in the model to control the face, for things like emotions and lip sync. |
OnAnimTagEvent | Called when a anim tag event happens |
OnFootstepEvent | Called when a footstep event happens |
OnGenericEvent | Called when a generic event happens |
OnSoundEvent | Called when a sound event happens |
PlaybackRate | |
RootMotion | Get the calculated motion from animgraph since last frame |
UseAnimGraph | Allows the scene model to not use the anim graph so it can play sequences directly |
ClearBoneOverrides | |
DispatchTagEvents | |
GetAttachment | Get attachment transform by name. |
GetBoneLocalTransform | Returns the local space transform of a bone by its index. |
GetBoneWorldTransform | Returns the world space transform of a bone by its index. |
GetBool | Get an animated parameter |
GetFloat | Get an animated parameter |
GetInt | Get an animated parameter |
GetRotation | Get an animated parameter |
GetVector3 | Get an animated parameter |
MergeBones | Update our bones to match the target's bones. This is a manual bone merge. |
ResetAnimParameters | Reset all animgraph parameters to their default values. |
RunPendingEvents | |
SetAnimGraphobsolete | Override the anim graph this scene model uses |
SetAnimParameter | Sets a boolean animation graph parameter by name. |
SetBodyGroup | Set which body group to use. |
SetBoneOverride | |
SetBoneWorldTransform | Sets the world space bone transform of a bone by its index. |
SetMaterialGroup | Set material group to replace materials of the model as set up in ModelDoc. |
Update | Update this animation. Delta is the time you want to advance, usually RealTime.Delta |
UpdateToBindPose | Update all of the bones to the bind pose |