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UE3:AnimSequence (UT3)

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UT3 Object >> AnimSequence
Package: 
Engine
This class in other games:
UDK

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]

Type: array<byte>

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]

Type: array<int>

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

array<byte> ByteStream 
array<float> Times 
float Mins[3]  
float Ranges[3]  

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