69 void loadAnimation (
int objID,
string animationName,
int looped,
int enabled);
96 void playAnimation (
int objID,
string animationName,
int blendBias,
int useBlend);
134 void setEnabled (
int objID,
string animationName,
int enabled);
152 void setLooped (
int objID,
string animationName,
int looped);
171 void setLength (
int objID,
string animationName,
float length);
190 void setTime (
int objID,
string animationName,
float timePosition);
221 void setWeight (
int objID,
string animationName,
float blendWeight);
239 void setSpeed (
int objID,
string animationName,
float speedMultiplier);
257 int getEnabled (
int objID,
string animationName);
275 int getLooped (
int objID,
string animationName);
293 float getLength (
int objID,
string animationName);
311 float getTime (
int objID,
string animationName);
329 float getWeight (
int objID,
string animationName);
347 float getSpeed (
int objID,
string animationName);
Definition: LUA_API_Anim.h:44
void setSpeed(int objID, string animationName, float speedMultiplier)
Set the speed an animation plays back at.
getCurrentAnims(entityID)
Get the animation table of an entity.
float getDuration(objID)
Get duration.
void setEnabled(int objID, string animationName, int enabled)
Set whether an animation is enabled or not. If you don't an animation to play over the other...
void stopAnimation(int objID, string animationName)
Stop a specific SceneEntity Animation by passing 2 arguments. The Time position and Weight of an anim...
float getBlendMaskEntry(objID,"animName", boneHandle)
Get the blend mask entry.
int getEnabled(int objID, string animationName)
Get the value of an animations enabled state.
float getWeight(int objID, string animationName)
Get the Weight of an animation. Returns as a Float.
void setTime(int objID, string animationName, float timePosition)
Set the time position of an animation, this will let you control the starting point of an animation b...
void setLength(int objID, string animationName, float length)
Set the length an animation shall run. The frames are not resampled, so reducing lower than the anima...
setDuration(objID,"animName", lengthInSeconds)
Set duration.
setBlendMaskEntry(objID,"animName", boneHandle, weight)
Set the blend mask entry.
string getFromMap(objID, mapName)
Get animation from the animation map.
void setWeight(int objID, string animationName, float blendWeight)
Set the weight of an animation to control the blend. A value of 1 means this animation is fully used...
float getSpeed(int objID, string animationName)
Get the Speed multiplier of an animation. Returns as a Float.
int getLooped(int objID, string animationName)
Get the value of an animations looped state.
void loadAnimation(int objID, string animationName, int looped, int enabled)
This Function allows you to load an animation from a sceneEntity into the engine fr callback later...
float getLength(int objID, string animationName)
Get the length of an animation. Returns as a Float.
void playAnimation(int objID, string animationName, int blendBias, int useBlend)
Using this function will allow you to switch animations on a specific sceneEntity. If you pass through the arguments for blending, then your animation will smoothly transit from one animation to another.
void setLooped(int objID, string animationName, int looped)
Set whether an animation is looped or not.
float getTime(int objID, string animationName)
Get the Time position of an animation. Returns as a Float.