AnimationStateDefinition#
How a state plays its clip: which clip (of which model), the part of it, the speed and whether it loops by default. Start and End are seconds into the clip (End 0 = to the end).
public sealed record AnimationStateDefinition(string Name, string ClipMeshId, string ClipName, float Start, float End, float Speed, bool Loop)Record properties#
| Property | Type | Access | Constructor default |
|---|---|---|---|
Name | string | get; init; | required |
ClipMeshId | string | get; init; | required |
ClipName | string | get; init; | required |
Start | float | get; init; | required |
End | float | get; init; | required |
Speed | float | get; init; | required |
Loop | bool | get; init; | required |
Members: RigKey
RigKey#
public string RigKey(string meshId);The clip name playback finds on the rig: the source clip's own name when the state plays all of a clip of the same model, else a derived clip.
Source#
- AnimationBinding.cs