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|Object >> AnimSequence|
- 1 Properties
- 1.1 Property group 'AnimSequence'
- 1.2 Internal variables
- 2 Enums
- 3 Structs
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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.
Property group 'AnimSequence'
if TRUE, disable interpolation between last and first frame when looping.
Modifiers: editinline, editconst, editoronly
The compression scheme that was most recently used to compress this animation. May be NULL.
Animation notifies, sorted by time (earliest notification first).
Number for tweaking playback rate of this animation globally.
Default value: 1.0
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:
For a rotation track of n>1 keys, the first 24 bytes are reserved for compression info (eg Fixed32 stores float Mins; float Ranges), followed by n elements of the compressed type. For a rotation track of n=1 keys, the single key is packed as an FQuatFloat96NoW.
An array of 4*NumTrack ints, arranged as follows:
 Trans0.Offset  Trans0.NumKeys  Rot0.Offset  Rot0.NumKeys  Trans1.Offset . . .
Number of raw frames in this sequence (not used by engine - just for informational purposes).
Raw uncompressed keyframe data.
The compression format that was used to compress rotation tracks.
Modifiers: transient, const
Rotation data post keyframe reduction. RotationData.Num() is zero if keyframe reduction has not yet been applied.
Length (in seconds) of this AnimSequence if played back with a speed of 1.0.
Name of the animation sequence. Used in AnimNodeSequence.
The compression format that was used to compress translation tracks.
Modifiers: transient, const
Translation data post keyframe reduction. TranslationData.Num() is zero if keyframe reduction has not yet been applied.
Indicates animation data compression format.
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.
Keyframe rotation data for one track. Rot(i) occurs at Time(i). Rot.Num() always equals Time.Num().
Keyframe position data for one track. Pos(i) occurs at Time(i). Pos.Num() always equals Time.Num().