class SceneModel
A model scene object that supports animations and can be rendered within a .
public void SetAnimGraph( string name )
Override the anim graph this scene model uses
public void SetBoneWorldTransform( int boneIndex, Transform transform )
Sets the world space bone transform of a bone by its index.
boneIndexBone index to set transform of.
public Transform GetBoneWorldTransform( int boneIndex )
Returns the world space transform of a bone by its index.
boneIndexIndex of the bone to calculate transform of.- Returns The world space transform, or an identity transform on failure.
public Transform GetBoneWorldTransform( string boneName )
Returns the world space transform of a bone by its name.
boneNameName of the bone to calculate transform of.- Returns The world space transform, or an identity transform on failure.
public Transform GetBoneLocalTransform( int boneIndex )
Returns the local space transform of a bone by its index.
boneIndexIndex of the bone to calculate transform of.- Returns The local space transform, or an identity transform on failure.
public Transform GetBoneLocalTransform( string boneName )
Returns the local space transform of a bone by its name.
boneNameName of the bone to calculate transform of.- Returns The local space transform, or an identity transform on failure.
public void SetMaterialGroup( string name )
Set material group to replace materials of the model as set up in ModelDoc.
public void SetMaterialGroup( string name )
Set material group to replace materials of the model as set up in ModelDoc.
public void SetBodyGroup( string name, int value )
Set which body group to use.
public Nullable<Transform> GetAttachment( string name, bool worldspace = True )
Get attachment transform by name.
nameName of the attachment to calculate transform of.worldspaceWhether the transform should be in world space (relative to the scene world), or local space (relative to the scene object)
public bool UseAnimGraph { get; set; }
Allows the scene model to not use the anim graph so it can play sequences directly
public Transform RootMotion { get; }
Get the calculated motion from animgraph since last frame
public AnimationSequence CurrentSequence { get; }
Allows playback of sequences directly, rather than using an animation graph. Requires disabled if the scene model has one.
public MorphCollection Morphs { get; }
Access this sceneobject's morph collection. Morphs are generally used in the model to control the face, for things like emotions and lip sync.
public AnimGraphDirectPlayback DirectPlayback { get; }
Access this sceneobject's direct playback. Direct playback is used to control the direct playback node in an animgraph to play sequences directly in code
public Action<SceneModel.FootstepEvent> OnFootstepEvent { get; set; }
Called when a footstep event happens
public Action<SceneModel.GenericEvent> OnGenericEvent { get; set; }
Called when a generic event happens
public Action<SceneModel.SoundEvent> OnSoundEvent { get; set; }
Called when a sound event happens
public Action<SceneModel.AnimTagEvent> OnAnimTagEvent { get; set; }
Called when a anim tag event happens
public void SetAnimParameter( string name, bool value )
Sets a boolean animation graph parameter by name.
public void SetAnimParameter( string name, float value )
Sets a float animation graph parameter by name.
public void SetAnimParameter( string name, Vector3 value )
Sets a vector animation graph parameter by name.
public void SetAnimParameter( string name, int value )
Sets a integer animation graph parameter by name.
public void SetAnimParameter( string name, Rotation value )
Sets a rotation animation graph parameter by name.
public Rotation GetRotation( string name )
Get an animated parameter
public Vector3 GetVector3( string name )
Get an animated parameter
public bool GetBool( string name )
Get an animated parameter
public float GetFloat( string name )
Get an animated parameter
public int GetInt( string name )
Get an animated parameter
public void Update( float delta )
Update this animation. Delta is the time you want to advance, usually RealTime.Delta
public void MergeBones( SceneModel parent )
Update our bones to match the target's bones. This is a manual bone merge.
public void ClearMaterialOverride( )
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public SceneObject.SceneObjectFlagAccessor Flags { get; }
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public void SetMaterialOverride( Material material )
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public ulong MeshGroupMask { get; set; }
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public Model Model { get; set; }
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public bool Batchable { get; set; }
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public void SetMaterialOverride( Material material, string attributeName, int attributeValue = 1 )
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public void AddChild( string name, SceneObject child )
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public bool Equals( object obj )
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public SceneRenderLayer RenderLayer { get; set; }
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public void RemoveChild( SceneObject child )
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public Type GetType( )
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public string ToString( )
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public SceneModel( SceneWorld sceneWorld, string model, Transform transform )
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public SceneModel( SceneWorld sceneWorld, Model model, Transform transform )
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public int GetHashCode( )
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public ITagSet Tags { get; }
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public bool ClipPlaneEnabled
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public void SetBoneOverride( int boneIndex, ref Transform transform )
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public void ClearBoneOverrides( )
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public AnimationGraph AnimationGraph { get; set; }
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public float PlaybackRate { get; set; }
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public void RunPendingEvents( )
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public void DispatchTagEvents( )
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public void ResetAnimParameters( )
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public Plane ClipPlane
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public void UpdateToBindPose( )
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public RenderAttributes Attributes { get; }
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public SceneWorld World { get; }
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public void Delete( )
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public Transform Transform { get; set; }
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public Rotation Rotation { get; set; }
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public Vector3 Position { get; set; }
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public BBox Bounds { get; set; }
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public BBox LocalBounds { get; set; }
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public bool RenderingEnabled { get; set; }
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public SceneObject Parent { get; }
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public Color ColorTint { get; set; }
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