The Anim Component Layer allows managers a single layer of the animation state graph.

Accessors

  • get mask(): object
  • Gets the mask of bones which should be animated or ignored by this layer.

    Returns object

  • set mask(value): void
  • Sets the mask of bones which should be animated or ignored by this layer.

    Parameters

    • value: object

    Returns void

    entity.anim.baseLayer.mask = {
    // include the spine of the current model and all of its children
    "path/to/spine": {
    children: true
    },
    // include the hip of the current model but not all of its children
    "path/to/hip": true
    };

Methods

  • Assigns an animation track to a state or blend tree node in the current graph. If a state for the given nodePath doesn't exist, it will be created. If all states nodes are linked and the AnimComponent#activate value was set to true then the component will begin playing.

    Parameters

    • nodePath: string

      Either the state name or the path to a blend tree node that this animation should be associated with. Each section of a blend tree path is split using a period (.) therefore state names should not include this character (e.g "MyStateName" or "MyStateName.BlendTreeNode").

    • animTrack: AnimTrack

      The animation track that will be assigned to this state and played whenever this state is active.

    • Optionalspeed: number

      Update the speed of the state you are assigning an animation to. Defaults to 1.

    • Optionalloop: boolean

      Update the loop property of the state you are assigning an animation to. Defaults to true.

    Returns void

  • Blend from the current weight value to the provided weight value over a given amount of time.

    Parameters

    • weight: number

      The new weight value to blend to.

    • time: number

      The duration of the blend in seconds.

    Returns void

  • Transition to any state in the current layers graph. Transitions can be instant or take an optional blend time.

    Parameters

    • to: string

      The state that this transition will transition to.

    • Optionaltime: number = 0

      The duration of the transition in seconds. Defaults to 0.

    • OptionaltransitionOffset: number = null

      If provided, the destination state will begin playing its animation at this time. Given in normalized time, based on the states duration & must be between 0 and 1. Defaults to null.

    Returns void