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One animation sequence of keyframes. Contains a number of tracks of data. The Outer of AnimSequence is expected to be its AnimSet. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
Core.Object | +-- Engine.AnimSequence
Constants Summary |
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Inherited Contants from Core.Object |
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AspectRatio16x9, AspectRatio4x3, AspectRatio5x4, DegToRad, DegToUnrRot, INDEX_NONE, InvAspectRatio16x9, InvAspectRatio4x3, InvAspectRatio5x4, MaxInt, Pi, RadToDeg, RadToUnrRot, UnrRotToDeg, UnrRotToRad |
Inherited Variables from Core.Object |
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Class, HashNext, HashOuterNext, Linker, LinkerIndex, Name, NetIndex, ObjectArchetype, ObjectFlags, ObjectInternalInteger, Outer, StateFrame, VfTableObject |
Enumerations Summary | ||
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AnimationCompressionFormat ACF_None, ACF_Float96NoW, ACF_Fixed48NoW, ACF_IntervalFixed32NoW, ACF_Fixed32NoW, ACF_Float32NoW, ACF_Identity | ||
AnimationKeyFormat AKF_ConstantKeyLerp, AKF_VariableKeyLerp, AKF_PerTrackCompression, |
Inherited Enumerations from Core.Object |
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AlphaBlendType, EAspectRatioAxisConstraint, EAutomatedRunResult, EAxis, EDebugBreakType, EInputEvent, EInterpCurveMode, EInterpMethodType, ETickingGroup |
Structures Summary | ||
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AnimNotifyEvent Time, Notify, Comment, Duration | ||
AnimTag Tag, Contains | ||
CompressedTrack ByteStream, Times, Mins[3], Ranges[3] | ||
CurveTrack CurveName, CurveWeights | ||
RawAnimSequenceTrack PosKeys, RotKeys | ||
RotationTrack RotKeys, Times | ||
SkelControlModifier SkelControlName, Modifiers | ||
TimeModifier Time, TargetStrength | ||
TranslationTrack PosKeys, Times |
Functions Summary | ||
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![]() | float | GetNotifyTimeByClass (class<AnimNotify> NotifyClass, optional float PlayRate = 1.f, optional float StartPosition = -1.f, optional out AnimNotify out_Notify, optional out float out_Duration) |
Variables Detail |
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Store Reference Pose animation used to create this additive one. For playback in editor only.
If this animation is Additive, this is the reference to the Base Pose used. For automatic rebuilding in the editor. Made into a list to handle duplicate animations.
Reference animation name
Reference pose for additive animation. Deprecated.
If this animation is Additive, this is the reference to the Target Pose used. For automatic rebuilding in the editor. Made into a list to handle duplicate animations.
Animation tag for stat system: This is temporary until we can add content tag to animation Currently it auto tags based on "contains" - Check DefaultEngine.ini for modification
TRUE if additive animation was built with looping interpolation.
Debug flag to trace if this anim sequence was played.
TRUE if this is an Additive Animation
DEPRECATED VER_ADDED_ANIM_METADATA_FIXED_QUATERROR Bone Control Modifiers, sorted by time (earliest notification first).
Saved version number with CompressAnimations commandlet. To help with doing it in multiple passes.
ByteStream for compressed animation data. All keys are currently stored at evenly-spaced intervals (ie no explicit key times). For a translation track of n keys, data is packed as n uncompressed float[3]: For a rotation track of n>1 keys, the first 24 bytes are reserved for compression info (eg Fixed32 stores float Mins[3]; float Ranges[3]), followed by n elements of the compressed type. For a rotation track of n=1 keys, the single key is packed as an FQuatFloat96NoW.
An array of 4*NumTrack ints, arranged as follows: [0] Trans0.Offset [1] Trans0.NumKeys [2] Rot0.Offset [3] Rot0.NumKeys [4] Trans1.Offset . . .
The version of the global encoding package used at the time of import
Number of raw frames in this sequence (not used by engine - just for informational purposes).
Raw uncompressed keyframe data. RawAnimData is deprecated and moved to RawAnimationData to switch to native serialization. Down the road it should be switched to use lazy loading as the data is only used in the editor. It is used pervasively enough to be a separate change.
If this animation was used, either as a Base or Target Pose, to build additive animations, they are referenced there. For automatic rebuilding in the editor.
The compression format that was used to compress rotation tracks.
Rotation data post keyframe reduction. RotationData.Num() is zero if keyframe reduction has not yet been applied.
Length (in seconds) of this AnimSequence if played back with a speed of 1.0.
Name of the animation sequence. Used in AnimNodeSequence.
The runtime interface to decode and byte swap the compressed animation May be NULL. Set at runtime - does not exist in editor
The compression format that was used to compress translation tracks.
Translation data post keyframe reduction. TranslationData.Num() is zero if keyframe reduction has not yet been applied.
Debug score to find out animation usage
Do not attempt to override compression scheme when running CompressAnimations commandlet. Some high frequency animations are too sensitive and shouldn't be changed.
if TRUE, disable interpolation between last and first frame when looping.
The compression scheme that was most recently used to compress this animation. May be NULL.
Animation Meta Data
Animation notifies, sorted by time (earliest notification first).
Number for tweaking playback rate of this animation globally.
Enumerations Detail |
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ACF_None, ACF_Float96NoW, ACF_Fixed48NoW, ACF_IntervalFixed32NoW, ACF_Fixed32NoW, ACF_Float32NoW, ACF_Identity};
Indicates animation data compression format.
Indicates animation data compression format.
Structures Detail |
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var(AnimSequence) editoronly Name Comment;};
var(AnimSequence) float Duration;
var(AnimSequence) instanced AnimNotify Notify;
var(AnimSequence) float Time;
Temporary Animation Tagging Information: until we integrate Content Tagging This is configurable information in Engine Tag: Name of Tag Contains: Contains text Priority is index of array
var array<byte> ByteStream;};
var float Mins[3];
var float Ranges[3];
var array<float> Times;
Key frame curve data for one track CurveName: Morph Target Name CurveWeights: List of weights for each frame
Raw keyframe data for one track. Each array will contain either NumFrames elements or 1 element. One element is used as a simple compression scheme where if all keys are the same, they'll be reduced to 1 key that is constant over the entire sequence. @warning: manually mirrored in UnMiscDeclerations.h due to mixed native/ script serialization
PosKeys:Position keys.RotKeys:Rotation keys.
Keyframe rotation data for one track. Rot(i) occurs at Time(i). Rot.Num() always equals Time.Num().
var(AnimSequence) editinline array<TimeModifier> Modifiers;};
var(AnimSequence) name SkelControlName;
Modifiers:Modifiers for what time and what strength for this skelcontrol namSkelControlName:SkelControl Node Name in the Anim Tree that would apply
TargetStrength:This will linearly interpolate between multiple strength within one anim datTime:Time to apply
Keyframe position data for one track. Pos(i) occurs at Time(i). Pos.Num() always equals Time.Num().
Functions Detail |
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Get the time (in seconds) from the start of the animation that the first notify of the given class would fire
@param NotifyClass Class of AnimNotify we are looking for (ie AnimNotify_Sound)
@param PlayRate Rate that animation would be played at
@param StartPosition Initial position in the animation to start checking from
@return Time in seconds that notify would fire if anim was played at given rate Returns -1.f if no notify is found
Defaultproperties |
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defaultproperties
{
RateScale=1.0
}
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