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Difference between revisions of "UE3:AnimNodeCrossfader (UDK)"

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m (1 revision: class descriptions for UDK January update (part 1))
 
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Latest revision as of 05:37, 17 January 2010

UDK Object >> AnimObject >> AnimNode >> AnimNodeBlendBase >> AnimNodeBlend >> AnimNodeCrossfader
Package: 
Engine
This class in other games:
UT3

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]

native noexport final function BlendToLoopingAnim (name AnimSeqName, optional float BlendInTime, optional float Rate)

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]

native final function AnimNodeSequence GetActiveChild ()

Get active AnimNodeSequence child. To access animation properties and control functions.

Returns:

AnimNodeSequence currently playing.

GetAnimName[edit]

native final function name GetAnimName ()

Get Animation Name currently playing

Returns:

animation name currently being played.

PlayOneShotAnim[edit]

native noexport final function PlayOneShotAnim (name AnimSeqName, optional float BlendInTime, optional float BlendOutTime, optional bool bDontBlendOut, optional float Rate)

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.