public sealed class AnimationClipContentA compiled .vxanim: what a build loads and what a skeleton is paired with.
No guide page documents this yet — the page shows what the code says about itself.
Remarks
The compiled form, not the authored one. An author writes curves with tangents; this holds the sampled channels those curves bake down to, and the bake happens once in the asset pipeline rather than every time a game loads a clip. The authored type lives in Vixen.Editor.Assets and a runtime never meets it — which is also what keeps the YAML parser out of this assembly, the same line Vixen.Rendering draws.
Why this exists rather than writing AnimationClipData directly. A clip is three things a player needs and AnimationClipData is one of them: the channels, the events authored beside them, and what happens at the end. Writing the channels alone would mean a game that loaded a clip by address still had to find its events somewhere else, which is the gap this row was opened to close.
⚠ No skeleton, and that is deliberate. Create resolves channels against joints by name, and a clip does not know which rig it will be played on — the same walk plays on every character that has the joints it names. So the artefact stays rig-independent and Bake is what pairs the two.
Fields and properties (8)
public const int CurrentThe version this reader and writer speak.
public int VersionWhich version of the format this artefact is.
public string NameWhat the clip is called.
public WrapMode WrapWhat happens when it runs past the end.
public AnimationClipData DataThe sampled channels.
public AnimationEvent[] EventsWhat it raises, in time order.
public Dictionary<string, string> ExtensionsMetadata this build did not interpret, by kind, as the YAML it was written in.
public List<ConstraintTagRecord> ConstraintsThe constraints authored on it, in the order they were placed.
Methods (3)
public AnimationClip Bake(Skeleton skeleton, string? rootJoint = null)Pairs the clip with a rig.
public AnimationClip Bake(Skeleton skeleton, PriorityLadder? ladder, string? rootJoint = null, ICollection<string>? unresolved = null)Pairs the clip with a rig, resolving its constraints against a project's ladder.
public bool TrySample(string target, float time, out BoneTransform transform)One named target's transform at a time, without a rig.
Used by (21)
- CharacterAnimationThirdPersonShooter
- PlayerRigThirdPersonShooter
- AnimationClipCacheVixen.Animation
- AuthoringTestsVixen.Animation.Tests
- HarnessPlanVixen.Animation
- HarnessPlanContentVixen.Animation
- HarnessTestsVixen.Animation.Tests
- JointLimitTestsVixen.Animation.Tests
- LoadPathTestsVixen.Animation.Tests
- MoveSetCacheVixen.Animation
- TypeRegistrationVixen.Animation
- VariationHarnessVixen.Animation
- Vixen_Animation_AnimationClipContentSerializerVixen.Animation
- AnimationClipAssetVixen.Editor.Assets
- AnimationClipDocumentVixen.Editor.AssetEditors
- AnimationClipImporterVixen.Editor.Assets
- AnimationClipImporterTestsVixen.Editor.Assets.Tests
- AuthoringContextTestsVixen.Editor.AssetEditors.Tests
- ConstraintAuthoringImporterTestsVixen.Editor.Assets.Tests
- HarnessInputsVixen.Editor.AssetEditors
- HarnessViewTestsVixen.Editor.AssetEditors.Tests