Summary

A model scene object that supports animations and can be rendered within a SceneWorld.

Constructors

SceneModel

Properties

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

Methods

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
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