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(previousIndex, prevTime, alpha) // Blend with previous (optional)
animator.updateBoneMatrices() // Propagate bone transforms to renderablesSee also
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(previousIndex, prevTime, alpha) // Blend with previous (optional)
animator.updateBoneMatrices() // Propagate bone transforms to renderablesSee also
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(previousIndex, prevTime, alpha) // Blend with previous (optional)
animator.updateBoneMatrices() // Propagate bone transforms to renderablesSee also
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(previousIndex, prevTime, alpha) // Blend with previous (optional)
animator.updateBoneMatrices() // Propagate bone transforms to renderablesSee also
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(previousIndex, prevTime, alpha) // Blend with previous (optional)
animator.updateBoneMatrices() // Propagate bone transforms to renderablesSee also
Constructors
Functions
Apply a glTF animation to the transform hierarchy.
Apply a glTF animation to the transform hierarchy.
Apply a glTF animation to the transform hierarchy.
Apply a glTF animation to the transform hierarchy.
Apply a glTF animation to the transform hierarchy.
Cross-fade from a previous animation with alpha blending.
Cross-fade from a previous animation with alpha blending.
Cross-fade from a previous animation with alpha blending.
Cross-fade from a previous animation with alpha blending.
Cross-fade from a previous animation with alpha blending.
Get the number of animations in the glTF asset.
Get the number of animations in the glTF asset.
Get the number of animations in the glTF asset.
Get the number of animations in the glTF asset.
Get the number of animations in the glTF asset.
Get the duration of a glTF animation.
Get the duration of a glTF animation.
Get the duration of a glTF animation.
Get the duration of a glTF animation.
Get the duration of a glTF animation.
Get the name of a glTF animation.
Get the name of a glTF animation.
Get the name of a glTF animation.
Get the name of a glTF animation.
Get the name of a glTF animation.
Reset all bone matrices to identity (T-pose).
Reset all bone matrices to identity (T-pose).
Reset all bone matrices to identity (T-pose).
Reset all bone matrices to identity (T-pose).
Reset all bone matrices to identity (T-pose).
Compute root-to-node transforms for all bone nodes and push to RenderableManager.
Compute root-to-node transforms for all bone nodes and push to RenderableManager.
Compute root-to-node transforms for all bone nodes and push to RenderableManager.
Compute root-to-node transforms for all bone nodes and push to RenderableManager.
Compute root-to-node transforms for all bone nodes and push to RenderableManager.