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UE3:AnimSequence (UT3)
Object >> AnimSequence |
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One animation sequence of keyframes. Contains a number of tracks of data. The Outer of AnimSequence is expected to be its AnimSet.
Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
Properties[edit]
Property group 'AnimSequence'[edit]
bNoLoopingInterpolation[edit]
Type: bool
if TRUE, disable interpolation between last and first frame when looping.
CompressionScheme[edit]
Type: AnimationCompressionAlgorithm
Modifiers: editinline, editconst, editoronly
The compression scheme that was most recently used to compress this animation. May be NULL.
Notifies[edit]
Type: array<AnimNotifyEvent>
Modifiers: editinline
Animation notifies, sorted by time (earliest notification first).
RateScale[edit]
Type: float
Number for tweaking playback rate of this animation globally.
Default value: 1.0
Internal variables[edit]
CompressedByteStream[edit]
Modifiers: native
ByteStream for compressed animation data. All keys are currently stored at evenly-spaced intervals (ie no explicit key times).
For a translation track of n keys, data is packed as n uncompressed float[3]:
For a rotation track of n>1 keys, the first 24 bytes are reserved for compression info (eg Fixed32 stores float Mins[3]; float Ranges[3]), followed by n elements of the compressed type. For a rotation track of n=1 keys, the single key is packed as an FQuatFloat96NoW.
CompressedTrackOffsets[edit]
An array of 4*NumTrack ints, arranged as follows:
[0] Trans0.Offset [1] Trans0.NumKeys [2] Rot0.Offset [3] Rot0.NumKeys [4] Trans1.Offset . . .
NumFrames[edit]
Type: int
Number of raw frames in this sequence (not used by engine - just for informational purposes).
RawAnimData[edit]
Type: array<RawAnimSequenceTrack>
Modifiers: const
Raw uncompressed keyframe data.
RotationCompressionFormat[edit]
Type: AnimationCompressionFormat
Modifiers: const
The compression format that was used to compress rotation tracks.
RotationData[edit]
Type: array<RotationTrack>
Modifiers: transient, const
Rotation data post keyframe reduction. RotationData.Num() is zero if keyframe reduction has not yet been applied.
SequenceLength[edit]
Type: float
Length (in seconds) of this AnimSequence if played back with a speed of 1.0.
SequenceName[edit]
Type: name
Name of the animation sequence. Used in AnimNodeSequence.
TranslationCompressionFormat[edit]
Type: AnimationCompressionFormat
Modifiers: const
The compression format that was used to compress translation tracks.
TranslationData[edit]
Type: array<TranslationTrack>
Modifiers: transient, const
Translation data post keyframe reduction. TranslationData.Num() is zero if keyframe reduction has not yet been applied.
Enums[edit]
AnimationCompressionFormat[edit]
Indicates animation data compression format.
- ACF_None
- ACF_Float96NoW
- ACF_Fixed48NoW
- ACF_IntervalFixed32NoW
- ACF_Fixed32NoW
- ACF_Float32NoW
Structs[edit]
AnimNotifyEvent[edit]
Modifiers: native
- float Time
- AnimNotify Notify
- name Comment
CompressedTrack[edit]
Modifiers: native
RawAnimSequenceTrack[edit]
Modifiers: native
Raw keyframe data for one track. Each array will contain either NumKey elements or 1 element. One element is used as a simple compression scheme where if all keys are the same, they'll be reduced to 1 key that is constant over the entire sequence.
- array<Object.Vector> PosKeys
- Position keys.
- array<Object.Quat> RotKeys
- Rotation keys.
- array<float> KeyTimes
- Key times, in seconds.
RotationTrack[edit]
Modifiers: native
Keyframe rotation data for one track. Rot(i) occurs at Time(i). Rot.Num() always equals Time.Num().
- array<Object.Quat> RotKeys
- array<float> Times
TranslationTrack[edit]
Modifiers: native
Keyframe position data for one track. Pos(i) occurs at Time(i). Pos.Num() always equals Time.Num().
- array<Object.Vector> PosKeys
- array<float> Times