SkinnedModelRenderer
public sealed class SkinnedModelRenderer : ModelRenderer Renders a skinned model in the world. A skinned model is any model with bones/animations.
Constructors
SkinnedModelRenderer() Properties
| Name | Type | Description |
|---|---|---|
CreateBoneObjects | Boolean | |
BoneMergeTarget | SkinnedModelRenderer | |
UseAnimGraph | Boolean | Usually used for turning off animation on ragdolls. |
AnimationGraph | AnimationGraph | Override animgraph, otherwise uses animgraph of the model. |
Sequence | SequenceAccessor | Allows playback of sequences directly, rather than using an animation graph. Requires UseAnimGraph disabled if the scene model has one. |
PlaybackRate | Single | Control playback rate of animgraph or current sequence. |
SceneModel | SceneModel | |
RootMotion | Transform | |
PlayAnimationsInEditorScene | Boolean | If true then animations will play while in an editor scene. |
OnFootstepEvent | Action<FootstepEvent> | Called when a footstep event happens |
OnGenericEvent | Action<GenericEvent> | Called when a generic animation event happens |
OnSoundEvent | Action<SoundEvent> | Called when a sound event happens |
OnAnimTagEvent | Action<AnimTagEvent> | Called when an anim tag event happens |
Morphs | MorphAccessor | Access to the morphs for this model |
ShouldShowMorphsEditor | Boolean | |
Parameters | ParameterAccessor | Access to the animgraph parameters for this model |
ShouldShowParametersEditor | Boolean | |
ShouldShowSequenceEditor | Boolean |
Methods
GameObject GetBoneObject(String boneName) Find a bone's GameObject by bone name.
virtual GameObject GetBoneObject(Bone bone) Boolean TryGetBoneTransform(String boneName, Transform tx) Try to get the final worldspace bone transform.
Boolean TryGetBoneTransform(Bone bone, Transform tx) Try to get the final worldspace bone transform.
Boolean TryGetBoneTransformLocal(String boneName, Transform tx) Boolean TryGetBoneTransformAnimation(Bone bone, Transform tx) Try to get the worldspace bone transform after animation but before physics and procedural bones.
Void ClearPhysicsBones() Transform[] GetBoneTransforms(Boolean world) Allocate an array of bone transforms in either world space or parent space.
BoneVelocity[] GetBoneVelocities() Allocate an array of bone velocities in world space
BoneVelocity GetBoneVelocity(Int32 boneIndex) Retrieve the bone's velocities based on previous and current position
Void PostAnimationUpdate() Transform? GetAttachment(String name, Boolean worldSpace = True) Void Set(String v, Vector3 value) Void Set(String v, Int32 value) Void Set(String v, Single value) Void Set(String v, Boolean value) Void Set(String v, Rotation value) Void ClearParameters() Remove any stored parameters
Boolean GetBool(String v) Int32 GetInt(String v) Single GetFloat(String v) Vector3 GetVector(String v) Rotation GetRotation(String v) Void SetLookDirection(String name, Vector3 eyeDirectionWorld) Converts value to vector local to this entity's eyepos and passes it to SetAnimVector
Void SetLookDirection(String name, Vector3 eyeDirectionWorld, Single weight) Converts value to vector local to this entity's eyepos and passes it to SetAnimVector. This also sets {name}_weight to the weight value.
Void SetIk(String name, Transform 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
Void ClearIk(String name) This sets ik.{name}.enabled to false.