s&box docs

public sealed class Sandbox.SkinnedModelRenderer : Sandbox.ModelRenderer

Renders a skinned model in the world. A skinned model is any model with bones/animations.

Broader workflow and conceptual references connected to this API.

Constructors

Showing 1 constructors

Methods

Showing 30 methods

public void ClearIk(string name)

This sets ik.{name}.enabled to false.

public void ClearParameters()

Remove any stored parameters

public void ClearPhysicsBones()

public System.Nullable`1<Transform> GetAttachment(string name, bool worldSpace = True)

Parameters

  • worldSpace: Default: True

public Transform[] GetBoneTransforms(bool world)

Allocate an array of bone transforms in either world space or parent space.

public bool GetBool(string v)

public float GetFloat(string v)

public int GetInt(string v)

public void PostAnimationUpdate()Obsolete

Obsolete: This API member is obsolete.

public void SetIk(string name, Transform tx)

Sets an IK parameter. This sets 3 variables that should be set in the animgraph: 1. ik.{name}.enabled 2. ik.{name}.position 3. ik.{name}.rotation

public bool TryGetBoneTransformAnimation(Sandbox.BoneCollection.Bone bone, Transform tx)

Try to get the worldspace bone transform after animation but before physics and procedural bones.

Properties

Showing 18 properties

public bool Sandbox.SkinnedModelRenderer.PlayAnimationsInEditorScene { get; set; }

If true then animations will play while in an editor scene.

public float Sandbox.SkinnedModelRenderer.PlaybackRate { get; set; }

Control playback rate of animgraph or current sequence.

public bool Sandbox.SkinnedModelRenderer.UseAnimGraph { get; set; }

Usually used for turning off animation on ragdolls.

Metadata

FieldValue
NamespaceSandbox
Typeclass
AssemblySandbox.Engine
Doc IDT:Sandbox.SkinnedModelRenderer

On this page

Constructorspublic SkinnedModelRenderer()Methodspublic System.Void ClearIk(System.String name)public System.Void ClearParameters()public System.Void ClearPhysicsBones()public System.Nullable`1<Transform> GetAttachment(System.String name, System.Boolean worldSpace = True)public virtual Sandbox.GameObject GetBoneObject(Sandbox.BoneCollection.Bone bone)public Sandbox.GameObject GetBoneObject(System.Int32 index)public Sandbox.GameObject GetBoneObject(System.String boneName)public Transform[] GetBoneTransforms(System.Boolean world)public Sandbox.SkinnedModelRenderer.BoneVelocity[] GetBoneVelocities()public Sandbox.SkinnedModelRenderer.BoneVelocity GetBoneVelocity(System.Int32 boneIndex)public System.Boolean GetBool(System.String v)public System.Single GetFloat(System.String v)public System.Int32 GetInt(System.String v)public Rotation GetRotation(System.String v)public Vector3 GetVector(System.String v)public System.Void PostAnimationUpdate()public System.Void Set(System.String v, Rotation value)public System.Void Set(System.String v, System.Boolean value)public System.Void Set(System.String v, System.Int32 value)public System.Void Set(System.String v, System.Single value)public System.Void Set(System.String v, Vector3 value)public System.Void SetBoneTransform(Sandbox.BoneCollection.Bone bone, Transform transform)public System.Void SetIk(System.String name, Transform tx)public System.Void SetLookDirection(System.String name, Vector3 eyeDirectionWorld, System.Single weight)public System.Void SetLookDirection(System.String name, Vector3 eyeDirectionWorld)public System.Boolean TryGetBoneTransform(Sandbox.BoneCollection.Bone bone, Transform tx)public System.Boolean TryGetBoneTransform(System.String boneName, Transform tx)public System.Boolean TryGetBoneTransformAnimation(Sandbox.BoneCollection.Bone bone, Transform tx)public System.Boolean TryGetBoneTransformLocal(Sandbox.BoneCollection.Bone bone, Transform tx)public System.Boolean TryGetBoneTransformLocal(System.String boneName, Transform tx)Propertiespublic Sandbox.AnimationGraph Sandbox.SkinnedModelRenderer.AnimationGraph { get; set; }public Sandbox.SkinnedModelRenderer Sandbox.SkinnedModelRenderer.BoneMergeTarget { get; set; }public System.Boolean Sandbox.SkinnedModelRenderer.CreateBoneObjects { get; set; }public Sandbox.SkinnedModelRenderer.MorphAccessor Sandbox.SkinnedModelRenderer.Morphs { get; set; }public System.Action`1<Sandbox.SceneModel.AnimTagEvent> Sandbox.SkinnedModelRenderer.OnAnimTagEvent { get; set; }public System.Action`1<Sandbox.SceneModel.FootstepEvent> Sandbox.SkinnedModelRenderer.OnFootstepEvent { get; set; }public System.Action`1<Sandbox.SceneModel.GenericEvent> Sandbox.SkinnedModelRenderer.OnGenericEvent { get; set; }public System.Action`1<Sandbox.SceneModel.SoundEvent> Sandbox.SkinnedModelRenderer.OnSoundEvent { get; set; }public Sandbox.SkinnedModelRenderer.ParameterAccessor Sandbox.SkinnedModelRenderer.Parameters { get; set; }public System.Boolean Sandbox.SkinnedModelRenderer.PlayAnimationsInEditorScene { get; set; }public System.Single Sandbox.SkinnedModelRenderer.PlaybackRate { get; set; }public Transform Sandbox.SkinnedModelRenderer.RootMotion { get; set; }public Sandbox.SceneModel Sandbox.SkinnedModelRenderer.SceneModel { get; set; }public Sandbox.SkinnedModelRenderer.SequenceAccessor Sandbox.SkinnedModelRenderer.Sequence { get; set; }public System.Boolean Sandbox.SkinnedModelRenderer.ShouldShowMorphsEditor { get; set; }public System.Boolean Sandbox.SkinnedModelRenderer.ShouldShowParametersEditor { get; set; }public System.Boolean Sandbox.SkinnedModelRenderer.ShouldShowSequenceEditor { get; set; }public System.Boolean Sandbox.SkinnedModelRenderer.UseAnimGraph { get; set; }Metadata