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
Properties
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 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.