applyCrossFade
Cross-fade from a previous animation with alpha blending.
Blends transforms from two animations by:
Stashing current transform hierarchy
Applying the previous animation
Lerping stashed transforms with current, then pushing results
Useful for smooth animation transitions. For skeletal meshes, typically call in order: applyAnimation() → applyCrossFade() → updateBoneMatrices().
Parameters
Zero-based index of the previous animation (alpha=0).
Elapsed time for previous animation in seconds.
Blend factor 0, 1; 0 = previous, 1 = current.
Cross-fade from a previous animation with alpha blending.
Blends transforms from two animations by:
Stashing current transform hierarchy
Applying the previous animation
Lerping stashed transforms with current, then pushing results
Useful for smooth animation transitions. For skeletal meshes, typically call in order: applyAnimation() → applyCrossFade() → updateBoneMatrices().
Parameters
Zero-based index of the previous animation (alpha=0).
Elapsed time for previous animation in seconds.
Blend factor 0, 1; 0 = previous, 1 = current.
Cross-fade from a previous animation with alpha blending.
Blends transforms from two animations by:
Stashing current transform hierarchy
Applying the previous animation
Lerping stashed transforms with current, then pushing results
Useful for smooth animation transitions. For skeletal meshes, typically call in order: applyAnimation() → applyCrossFade() → updateBoneMatrices().
Parameters
Zero-based index of the previous animation (alpha=0).
Elapsed time for previous animation in seconds.
Blend factor 0, 1; 0 = previous, 1 = current.
Cross-fade from a previous animation with alpha blending.
Blends transforms from two animations by:
Stashing current transform hierarchy
Applying the previous animation
Lerping stashed transforms with current, then pushing results
Useful for smooth animation transitions. For skeletal meshes, typically call in order: applyAnimation() → applyCrossFade() → updateBoneMatrices().
Parameters
Zero-based index of the previous animation (alpha=0).
Elapsed time for previous animation in seconds.
Blend factor 0, 1; 0 = previous, 1 = current.
Cross-fade from a previous animation with alpha blending.
Blends transforms from two animations by:
Stashing current transform hierarchy
Applying the previous animation
Lerping stashed transforms with current, then pushing results
Useful for smooth animation transitions. For skeletal meshes, typically call in order: applyAnimation() → applyCrossFade() → updateBoneMatrices().
Parameters
Zero-based index of the previous animation (alpha=0).
Elapsed time for previous animation in seconds.
Blend factor 0, 1; 0 = previous, 1 = current.