public abstract class MotionSomething that can pose a skeleton: one clip, or a tree of them blended by parameters.
No guide page documents this yet — the page shows what the code says about itself.
Remarks
One abstraction for a clip and for a blend tree, because everything above them — a state, a transition, a layer — has no business knowing which it got. A state that holds a clip and a state that holds a two-dimensional locomotion tree are the same state.
Pose, root motion and events come out of one call. They are three answers to the same question, and asking separately would mean walking the tree three times and computing the same weights three times — and, worse, computing them from parameters that a script could have changed in between.
Fields and properties (1)
public string NameWhat the motion is called. Shown in a debugger and in the editor.
Methods (2)
public abstract float Length(AnimationParameters parameters)How long one pass takes at the current parameters, in seconds.
public abstract RootMotionDelta Evaluate(in MotionContext context, Span<BoneTransform> destination)Poses the skeleton, and reports what the root did.
Used by (19)
- AnimationStateVixen.Animation
- AnimatorTestsVixen.Animation.Tests
- BlendEvaluatorVixen.Animation
- BlendTree1DVixen.Animation
- BlendTree1DChildVixen.Animation
- BlendTree2DVixen.Animation
- BlendTree2DChildVixen.Animation
- ClipMotionVixen.Animation
- MoveEntryVixen.Animation
- MoveEntryRecordVixen.Animation
- MoveSetContentVixen.Animation
- MoveSetMotionVixen.Animation
- MoveSetTestsVixen.Animation.Tests
- StateMachineInstanceVixen.Animation
- StillVixen.Net.Animation.Tests
- StillTestMotionVixen.Animation.Tests
- UnresolvedMotionVixen.Animation
- AnimationGraphCompilerVixen.Editor.AnimationGraph
- EmptyMotionVixen.Editor.AnimationGraph