Blend from the current state to the animation specified in anim. Blend time is specified in anim itself. If the current state is unspecified because no animation has yet been played, snap to anim.
| const RigAnim* motive::RigMotivator::DefiningAnim |
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Returns the shell aniamtion that defines this rig. It contains all the bones and operations-on-those-bones that can be animated.
Distinction, Rig: defines the bone heirarchy. Defining animation: defines the bone heirarchy + operations on each bone. Operations-on-bone: one of MatrixOperationType, for example, a rotation about the x-axis, or a translation along the y-axis. Animations are composed of several such operations on each bone. Not every animation has all the operations, however. The defining animation is the union of all possible operations on each bone.
| const mathfu::AffineTransform* motive::RigMotivator::GlobalTransforms |
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Returns array of matricies: one for each bone position. The matrices are all in the space of the root bones. That is, the bone hierarchy has been flattened.
Initialize to the type specified by init. The only type defined within Motive for init is RigInit, but you can register your own RigProcessor classes if you like.
| MotiveTime motive::RigMotivator::TimeRemaining |
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Return the time remaining in the current spline animation. Time units are defined by the user.
The documentation for this class was generated from the following file: