Animator
Animator updates matrices according to glTF animation and skin definitions.
Animator handles two primary tasks:
Updating matrices in TransformManager components based on glTF animation definitions
Updating bone matrices in RenderableManager components based on glTF skin definitions
Usage pattern for animated skeletal meshes:
animator.applyAnimation(currentIndex, time) // Apply current animation
animator.applyCrossFade(previousAnimIndex, previousAnimTime, alpha) // Blend with previous (optional)
animator.updateBoneMatrices() // Propagate bone transforms to renderablesContent copied to clipboard
See also
Properties
Functions
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Apply a glTF animation to the transform hierarchy.
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Cross-fade from a previous animation with alpha blending.
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Get the duration of a glTF animation.
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Get the name of a glTF animation.
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Reset all bone matrices to identity (T-pose).
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Compute root-to-node transforms for all bone nodes and push to RenderableManager.