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Animation3DState Type

Runtime state for a playing 3D skeletal animation.

Each entity that needs independent animation must have its own Animation3DState because UpdateModelAnimation mutates the model's bone matrices. For shared-mesh GPU skinning, use the Phase 2 API (AnimatedMesh + DrawSkinnedMesh) instead.

Record fields

Record Field Description

BlendDuration

Full Usage: BlendDuration

Field type: float32
Field type: float32

BlendProgress

Full Usage: BlendProgress

Field type: float32
Field type: float32

BlendTargetFrame

Full Usage: BlendTargetFrame

Field type: float32
Field type: float32

BlendTargetIndex

Full Usage: BlendTargetIndex

Field type: int
Field type: int

Clips

Full Usage: Clips

Field type: Animation3DClips
Field type: Animation3DClips

CurrentClipIndex

Full Usage: CurrentClipIndex

Field type: int
Field type: int

CurrentFrame

Full Usage: CurrentFrame

Field type: float32
Field type: float32

Finished

Full Usage: Finished

Field type: bool
Field type: bool

Loop

Full Usage: Loop

Field type: bool
Field type: bool

Model

Full Usage: Model

Field type: Model
Field type: Model

Speed

Full Usage: Speed

Field type: float32
Field type: float32

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