SkeletalAnimation#
Shared derived rig/clip data. Playback and deformed vertices never live on this resource.
public sealed class SkeletalAnimationMembers: Clips · CreateSampler · FindNode · GetNodePath · HasGarmentData · JointCount · NodeCount · Nodes · Parts
Clips#
public IReadOnlyList<AnimationClipInfo> Clips { get; }CreateSampler#
public AnimationPoseSampler CreateSampler();Creates independent sampling scratch state; does not skin vertices or alter live playback.
FindNode#
public int FindNode(string path);Resolve an exact escaped hierarchy path. Missing or ambiguous mappings are errors, never guesses by leaf name. Successful lookups are cached on this immutable imported rig; playback state stays per use.
GetNodePath#
public string GetNodePath(int index);Escaped full hierarchy path; indices are valid only for this imported revision.
HasGarmentData#
public bool HasGarmentData { get; }True when the file carried garment data on every vertex: the _PLUSH_VID, _PLUSH_HOLD and _PLUSH_MAXDEV point attributes that Character Studio writes for cloth.
JointCount#
public int JointCount { get; }NodeCount#
public int NodeCount { get; }Nodes#
public IReadOnlyList<AnimationNodeInfo> Nodes { get; }Parts#
public IReadOnlyList<SkinnedMeshPart> Parts { get; }The mesh's parts in file order (one or more), with their vertex and index ranges and garment ids.
Related types#
AnimationClipInfo · AnimationNodeInfo · AnimationPoseSampler · SkinnedMeshPart
Source#
- SkeletalAnimation.cs