Worst-case scenario: the UEd Goblin wipes the map and burns down your house.
Difference between revisions of "UE3:AnimNodeCrossfader (UDK)"
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Latest revision as of 05:37, 17 January 2010
Object >> AnimObject >> AnimNode >> AnimNodeBlendBase >> AnimNodeBlend >> AnimNodeCrossfader |
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AnimNodeCrossfader This single node allows to crossfade between 2 animations through script control. A typical usage scenario would be to blend between 2 player idle animations. This blend requires 2 AnimNodeSequence as childs, you cannot connect 2 blends nor any other node types.
Properties[edit]
Property group 'AnimNodeCrossfader'[edit]
DefaultAnimSeqName[edit]
Type: name
default animation sequence played upon startup
Internal variables[edit]
bDontBlendOutOneShot[edit]
Type: bool
Modifiers: const
true if not blending out of the current one shot anim. Anim will just freeze at last frame
PendingBlendOutTimeOneShot[edit]
Type: float
Modifiers: const
Blend Out time for current One Shot anim
Native functions[edit]
BlendToLoopingAnim[edit]
Blend to a looping animation.
Parameters:
- AnimSeqName - Name of animation sequence to play.
- BlendInTime - time to blend from current animation to this (new) one.
- Rate - Playing rate of animation.
GetActiveChild[edit]
Get active AnimNodeSequence child. To access animation properties and control functions.
Returns:
- AnimNodeSequence currently playing.
GetAnimName[edit]
Get Animation Name currently playing
Returns:
- animation name currently being played.
PlayOneShotAnim[edit]
Play a One Shot animation.
Parameters:
- AnimSeqName - Name of animation sequence to play
- BlendInTime - time to blend from current animation to this (new) one.
- BlendOutTime - time to blend from this animation (before it finishes playing) back to the previous one.
- bDontBlendOut - if true, animation will freeze at last frame, and not blend back to the old one.
- Rate - Playing rate of animation.