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Animation Subsystem


Modules

 Character Animation Subsystem
 A high-performance skinned mesh renderer with multiple animation clips per state and blending between different states.
 Deformer Subsystem
 Mesh deformers for blend shapes and skinned meshes.

Classes

class  nAnimation
 An nAnimation is a nResource subclass which holds one or more animation curves, which must all share the same number of keys, frame rate and loop type. The nAnimation object can be sampled for a given curve index at a given sample time. More...
class  nAnimationServer
 The animation server offers central services of the animation subsystem (at the moment it is merely a factory for nAnimation objects). More...
class  nAnimClip
 An animation clip bundles several animation curves into an unit and associates them with a weight value. More...
class  nAnimEvent
 An nAnimEvent holds time, translation, rotation and scale of an animation event. More...
class  nAnimEventHandler
 User-derivable anim event handler class. Derive your own subclass and register it with an anim state array object to listen to animation events. More...
class  nAnimEventTrack
 An anim event track contains timed events which are associated with a matrix. These events are triggered when the playback cursor of an anim clip goes over an anim event. Anim event tracks are usually added to anim clips. More...
class  nAnimStateArray
 An animation state array holds several mutually exclusive nAnimState objects and allows switching between them. More...
class  nAnimStateInfo
 An animation state info contains any number of nAnimClip objects of identical size (number of animation curves contained in the clip) for sampling a weight-blended result from them. Each animation clip is associated with a weight value between 0 and 1 which defines how much that animation clip influences the resulting animation. More...
class  nCombinedAnimation
 A combined animation is an animation which ONLY can be created from existing nMemoryAnimations. More...
class  nMemoryAnimation
 An nMemoryAnimation object holds its entire animation data in memory. Since all the animation is in memory all the time, the animation can be shared between many client objects. The disadvantage is of course the memory footprint. More...
class  nStreamingAnimation
 A streaming animation streams its animation data from disk into a small memory buffer. They can generally not be shared like nMemoryAnimation objects (since animations with different sample times would thrash their stream buffers all the time). The advantage is of course that stream animations can be very long (only limited by available disk space). More...

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