Packageaway3d.animators.data
Classpublic class SkeletonAnimation
InheritanceSkeletonAnimation Inheritance AnimationBase

SkinnedAnimation defines an animation type that blends different skeletal poses into a final pose and transforms the geometries' vertices along the skeleton. Each vertex is bound to a number of skeleton joints with a number of weights, which define how the skeleton influences the vertex position.

See also

away3d.core.animation.skeleton.Skeleton
away3d.core.animation.skeleton.Joint
Public Properties
 PropertyDefined by
  jointsPerVertex : uint
The amount of joints that can be linked t oa vertex.
SkeletonAnimation
  numJoints : uint
[read-only] The amount of joints in the skeleton.
SkeletonAnimation
  skeleton : Skeleton
The skeleton that's used for this SkinnedAnimation instance.
SkeletonAnimation
  usesCPU : Boolean
[read-only] Indicates whether or not the vertex transformation happens on CPU or GPU.
SkeletonAnimation
Public Methods
 MethodDefined by
  
SkeletonAnimation
(skeleton:Skeleton, jointsPerVertex:uint = 4)
Creates a SkinnedAnimation instance.
SkeletonAnimation
Property detail
jointsPerVertexproperty
jointsPerVertex:uint  [read-write]

The amount of joints that can be linked t oa vertex.

Implementation
    public function get jointsPerVertex():uint
    public function set jointsPerVertex(value:uint):void
numJointsproperty 
numJoints:uint  [read-only]

The amount of joints in the skeleton.

Implementation
    public function get numJoints():uint
skeletonproperty 
skeleton:Skeleton  [read-write]

The skeleton that's used for this SkinnedAnimation instance.

Implementation
    public function get skeleton():Skeleton
    public function set skeleton(value:Skeleton):void
usesCPUproperty 
usesCPU:Boolean  [read-only]

Indicates whether or not the vertex transformation happens on CPU or GPU. Returns false if it cannot run on GPU, due to too many joints or too many joints per vertex.

Implementation
    public function get usesCPU():Boolean
Constructor detail
SkeletonAnimation()constructor
public function SkeletonAnimation(skeleton:Skeleton, jointsPerVertex:uint = 4)Parameters
skeleton:Skeleton — The skeleton that's used for this SkinnedAnimation instance.
 
jointsPerVertex:uint (default = 4) — The amount of joints that can be linked to a vertex.
Init Parameters
Method detail
createAnimationState()method
arcane override function createAnimationState():AnimationStateBase

Factory method which creates an animation state specific to this animation type.

Returns
AnimationStateBase — A concrete subtype of AnimationStateBase that is specific to the concrete subtype of AnimationStateBase
deactivate()method 
arcane override function deactivate(context3D:Context3D, pass:MaterialPassBase):void

Clears the GPU render state that has been set by the current animation.

Parameters
context3D:Context3D — The context which is currently performing the rendering.
 
pass:MaterialPassBase — The material pass which is currently used to render the geometry.
getAGALVertexCode()method 
arcane override function getAGALVertexCode(pass:MaterialPassBase):String

Generates the AGAL Vertex code for the animation, tailored to the material pass's requirements.

Parameters
pass:MaterialPassBase — The MaterialPassBase object to whose vertex code the animation's code will be prepended.

Returns
String — The AGAL Vertex code that animates the vertex data.
Wiki link
Click to go to the wiki page for 'away3d.animators.data.SkeletonAnimation'

Code examples

Comments