class SkinnedModelRenderer
Renders a skinned model in the world. A skinned model is any model with bones/animations.
public GameObject GetBoneObject( int index )
Get the GameObject of a specific bone.
public GameObject GetBoneObject( string boneName )
Find a bone's GameObject by bone name.
public GameObject GetBoneObject( BoneCollection.Bone bone )
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public bool TryGetBoneTransform( string boneName, ref Transform tx )
Try to get the final worldspace bone transform.
public bool TryGetBoneTransform( ref BoneCollection.Bone bone, ref Transform tx )
Try to get the final worldspace bone transform.
public bool TryGetBoneTransformAnimation( ref BoneCollection.Bone bone, ref Transform tx )
Try to get the worldspace bone transform after animation but before physics and procedural bones.
public Transform[] GetBoneTransforms( bool world )
Allocate an array of bone transforms in either world space or parent space.
public bool UseAnimGraph { get; set; }
Usually used for turning off animation on ragdolls.
public AnimationGraph AnimationGraph { get; set; }
Override animgraph, otherwise uses animgraph of the model.
public SkinnedModelRenderer.SequenceAccessor Sequence { get; }
Allows playback of sequences directly, rather than using an animation graph. Requires disabled if the scene model has one.
public float PlaybackRate { get; set; }
Control playback rate of animgraph or current sequence.
public Action<SceneModel.FootstepEvent> OnFootstepEvent { get; set; }
Called when a footstep event happens
public Action<SceneModel.GenericEvent> OnGenericEvent { get; set; }
Called when a generic animation event happens
public Action<SceneModel.SoundEvent> OnSoundEvent { get; set; }
Called when a sound event happens
public Action<SceneModel.AnimTagEvent> OnAnimTagEvent { get; set; }
Called when an anim tag event happens
public SkinnedModelRenderer.MorphAccessor Morphs { get; }
Access to the morphs for this model
public void SetLookDirection( string name, Vector3 eyeDirectionWorld )
Converts value to vector local to this entity's eyepos and passes it to SetAnimVector
public void SetLookDirection( string name, Vector3 eyeDirectionWorld, float weight )
Converts value to vector local to this entity's eyepos and passes it to SetAnimVector. This also sets {name}_weight to the weight value.
public void SetIk( string name, Transform tx )
Sets an IK parameter. This sets 3 variables that should be set in the animgraph: 1. ik.{name}.enabled 2. ik.{name}.position 3. ik.{name}.rotation
public void ClearIk( string name )
This sets ik.{name}.enabled to false.
public SkinnedModelRenderer.ParameterAccessor Parameters { get; }
Access to the animgraph parameters for this model
public Action OnComponentDisabled { get; set; }
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public GameTransform Transform { get; }
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public GameObject GameObject { get; }
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public ComponentList Components { get; }
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public T GetComponent( bool includeDisabled = False )
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public T GetOrAddComponent( bool startEnabled = True )
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public T AddComponent( bool startEnabled = True )
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public ComponentFlags Flags { get; set; }
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public DebugOverlaySystem DebugOverlay { get; }
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public void Invoke( float secondsDelay, Action action, CancellationToken ct = null )
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public Action OnComponentFixedUpdate { get; set; }
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public ITagSet Tags { get; }
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public void Reset( )
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public void DestroyGameObject( )
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public void Destroy( )
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public Action OnComponentDestroy { get; set; }
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public bool Enabled { get; set; }
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public bool Active { get; }
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public bool IsValid { get; }
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public Action OnComponentEnabled { get; set; }
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public Action OnComponentStart { get; set; }
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public void EditLog( string name, object source )
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public Action OnComponentUpdate { get; set; }
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public RenderOptions RenderOptions { get; set; }
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public T GetComponentInParent( bool includeDisabled = False, bool includeSelf = True )
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public bool Equals( object obj )
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public string ToString( )
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public Type GetType( )
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public Vector3 WorldScale { get; set; }
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public Rotation WorldRotation { get; set; }
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public Vector3 WorldPosition { get; set; }
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public Transform WorldTransform { get; set; }
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public int ComponentVersion { get; }
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public void DeserializeImmediately( JsonObject node )
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public void Deserialize( JsonObject node )
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public JsonNode Serialize( GameObject.SerializeOptions options = null )
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public bool IsProxy { get; }
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public GameObject.NetworkAccessor Network { get; }
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public Vector3 LocalScale { get; set; }
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public Rotation LocalRotation { get; set; }
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public Vector3 LocalPosition { get; set; }
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public Transform LocalTransform { get; set; }
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public Guid Id { get; }
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public Scene Scene { get; }
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public IEnumerable<T> GetComponentsInParent( bool includeDisabled = False, bool includeSelf = True )
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public T GetComponentInChildren( bool includeDisabled = False, bool includeSelf = True )
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public IEnumerable<T> GetComponents( bool includeDisabled = False )
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public IEnumerable<T> GetComponentsInChildren( bool includeDisabled = False, bool includeSelf = True )
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public SkinnedModelRenderer( )
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public void CopyFrom( Renderer other )
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public float GetFloat( string v )
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public int GetInt( string v )
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public bool GetBool( string v )
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public void ClearParameters( )
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public void Set( string v, Rotation value )
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public void Set( string v, bool value )
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public void Set( string v, float value )
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public void Set( string v, int value )
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public void Set( string v, Vector3 value )
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public bool ShouldShowMorphsEditor { get; }
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public Nullable<Transform> GetAttachment( string name, bool worldSpace = True )
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public void PostAnimationUpdate( )
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public Transform RootMotion { get; }
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public SceneModel SceneModel { get; }
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public SkinnedModelRenderer BoneMergeTarget { get; set; }
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public bool CreateBoneObjects { get; set; }
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public SkinnedModelRenderer.BoneVelocity[] GetBoneVelocities( )
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public void ClearPhysicsBones( )
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public void SetBoneTransform( ref BoneCollection.Bone bone, Transform transform )
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public bool TryGetBoneTransformLocal( ref BoneCollection.Bone bone, ref Transform tx )
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public bool TryGetBoneTransformLocal( string boneName, ref Transform tx )
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public Vector3 GetVector( string v )
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public void SetBodyGroup( string name, int value )
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public Rotation GetRotation( string v )
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public Material GetMaterial( int triangle = -1 )
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public void SetMaterial( Material material, int triangle = -1 )
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public void SetMaterialOverride( Material material, string target )
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public void ClearMaterialOverrides( )
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public SceneObject SceneObject { get; }
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public int GetBodyGroup( int part )
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public int GetBodyGroup( string name )
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public void SetBodyGroup( int part, int value )
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public int GetHashCode( )
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public ModelRenderer.ShadowRenderType RenderType { get; set; }
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public bool HasMaterialGroups { get; }
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public string MaterialGroup { get; set; }
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public bool HasBodyGroups { get; }
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public ulong BodyGroups { get; set; }
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public bool CreateAttachments { get; set; }
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public Material MaterialOverride { get; set; }
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public Color Tint { get; set; }
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public Model Model { get; set; }
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public BBox LocalBounds { get; }
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public BBox Bounds { get; }
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public GameObject GetAttachmentObject( ModelAttachments.Attachment attachment )
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public GameObject GetAttachmentObject( string name )
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public bool ShouldShowParametersEditor { get; }
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public bool ShouldShowSequenceEditor { get; }
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