class SkinnedModelRenderer

in global :: Sandbox

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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