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Api
Classes
SkinnedModelRenderer
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Classes
class
SkinnedModelRenderer
Constructors
functions
SkinnedModelRenderer
Properties
data_object
AnimationGraph
data_object
BoneMergeTarget
data_object
CreateBoneObjects
data_object
Morphs
data_object
OnAnimTagEvent
data_object
OnFootstepEvent
data_object
OnGenericEvent
data_object
OnSoundEvent
data_object
Parameters
data_object
PlayAnimationsInEditorScene
data_object
PlaybackRate
data_object
RootMotion
data_object
SceneModel
data_object
Sequence
data_object
ShouldShowMorphsEditor
data_object
ShouldShowParametersEditor
data_object
ShouldShowSequenceEditor
data_object
UseAnimGraph
Methods
functions
ClearIk
functions
ClearParameters
functions
ClearPhysicsBones
functions
GetAttachment
functions
GetBoneObject
functions
GetBoneTransforms
functions
GetBoneVelocities
functions
GetBoneVelocity
functions
GetBool
functions
GetFloat
functions
GetInt
functions
GetRotation
functions
GetVector
remove_circle
PostAnimationUpdate
functions
Set
functions
SetBoneTransform
functions
SetIk
functions
SetLookDirection
functions
TryGetBoneTransform
functions
TryGetBoneTransformAnimation
functions
TryGetBoneTransformLocal
SkinnedModelRenderer
Renders a skinned model in the world. A skinned model is any model with bones/animations.
class
Sandbox
.
account_tree
extends
ModelRenderer
sealed
Sandbox.Engine
build
Constructors
1
SkinnedModelRenderer
(
)
data_object
Properties
18
AnimationGraph
AnimationGraph
Override animgraph, otherwise uses animgraph of the model.
BoneMergeTarget
SkinnedModelRenderer
CreateBoneObjects
bool
Morphs
MorphAccessor
Access to the morphs for this model
OnAnimTagEvent
Action`1
Called when an anim tag event happens
OnFootstepEvent
Action`1
Called when a footstep event happens
OnGenericEvent
Action`1
Called when a generic animation event happens
OnSoundEvent
Action`1
Called when a sound event happens
Parameters
ParameterAccessor
Access to the animgraph parameters for this model
PlayAnimationsInEditorScene
bool
If true then animations will play while in an editor scene.
PlaybackRate
float
Control playback rate of animgraph or current sequence.
RootMotion
Transform
SceneModel
SceneModel
Sequence
SequenceAccessor
Allows playback of sequences directly, rather than using an animation graph. Requires Sandbox.SkinnedModelRenderer.UseAnimGraph disabled if the scene model has one.
ShouldShowMorphsEditor
bool
ShouldShowParametersEditor
bool
ShouldShowSequenceEditor
bool
UseAnimGraph
bool
Usually used for turning off animation on ragdolls.
functions
Methods
21
ClearIk
(
name
)
This sets ik.{name}.enabled to false.
ClearParameters
(
)
Remove any stored parameters
ClearPhysicsBones
(
)
GetAttachment
(
name
,
worldSpace
)
Nullable`1
GetBoneObject
(
index
)
GameObject
Get the GameObject of a specific bone.
GetBoneTransforms
(
world
)
Transform[]
Allocate an array of bone transforms in either world space or parent space.
GetBoneVelocities
(
)
BoneVelocity[]
Allocate an array of bone velocities in world space
GetBoneVelocity
(
boneIndex
)
BoneVelocity
Retrieve the bone's velocities based on previous and current position
GetBool
(
v
)
bool
GetFloat
(
v
)
float
GetInt
(
v
)
int
GetRotation
(
v
)
Rotation
GetVector
(
v
)
Vector3
PostAnimationUpdate
(
)
obsolete
Set
(
v
,
value
)
SetBoneTransform
(
bone
,
transform
)
SetIk
(
name
,
tx
)
Sets an IK parameter. This sets 3 variables that should be set in the animgraph: 1. ik.{name}.enabled 2. ik.{name}.position 3. ik.{name}.rotation
SetLookDirection
(
name
,
eyeDirectionWorld
)
Converts value to vector local to this entity's eyepos and passes it to SetAnimVector
TryGetBoneTransform
(
boneName
,
tx
)
bool
Try to get the final worldspace bone transform.
TryGetBoneTransformAnimation
(
bone
,
tx
)
bool
Try to get the worldspace bone transform after animation but before physics and procedural bones.
TryGetBoneTransformLocal
(
boneName
,
tx
)
bool
Inheritance
Component
Renderer
ModelRenderer
SkinnedModelRenderer
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