Animation layering! Play animations at the same time, animating different models/joints at once!

Constructor

new(animPlayer:FoxAnimationPlayer)

Instantiates a new animation blender for an animation player. Needed for interpolating different animations and managing links.

Adding an animation player here will disable it and the blender will take over.

Variables

enabled:Bool

Set this animation blender to be active or not, if set to true this also disables the connected FoxAnimationPlayer

@:value(new StringMap())nodes:StringMap<FoxBaseNode> = new StringMap()

output:FoxBaseNode

The blend output, this is the end result that will affect the linked variables. Assign a node to it for it to take effect

Methods

privateset_enabled(v:Bool):Bool

Inherited Variables

Defined by FoxBasic

@:value("FoxBasic")name:String = "FoxBasic"

@:value(true)visible:Bool = true

@:value(true)active:Bool = true

@:value(null)scene:FoxScene = null

@:value(false)__destroyed:Bool = false

animation:FoxAnimationPlayer

An animation controller for this basic. Although properties have to be manually linked, this is intended to be a general-purpose animator for this object

Inherited Methods

Defined by FoxBasic

draw(camera:FoxCamera):Void

Intended for transforms, actual drawing happens in the camera render pass

pushDrawData(scene:FoxScene):Void

This function gets called when the scene starts building draw groups.

It should call the scene's addToDrawGroups() function for every drawable of this object.

Override this with your custom draw data function.

Note: Internal use only, it is a performance critical operation, keep it fast.

destroy():Void

privateset_visible(v:Bool):Bool