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
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Full Usage:
BlendDuration
Field type: float32
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Full Usage:
BlendProgress
Field type: float32
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Full Usage:
BlendTargetFrame
Field type: float32
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Full Usage:
BlendTargetIndex
Field type: int
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Full Usage:
CurrentClipIndex
Field type: int
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Full Usage:
CurrentFrame
Field type: float32
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Full Usage:
Finished
Field type: bool
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Full Usage:
Loop
Field type: bool
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Full Usage:
Speed
Field type: float32
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Mibo