public enum AnimationPropertyWhich of a joint's ten numbers a curve drives.
No guide page documents this yet — the page shows what the code says about itself.
Remarks
⚠ Ten scalar curves rather than three vector tracks, and that is the whole reason this format exists. AnimationChannel — what an import writes — holds arrays of Vector3 and Quaternion, which is exactly right for a file produced by a DCC and exactly wrong for an editor: a curve editor edits one number against time, and a dope sheet's row is one number's keys. A vector track cannot express "X has a key here and Y does not", which is most of what hand animation is.
⚠ Rotation is stored as a quaternion's four components and not as Euler angles. Doc 08's own note on AnimationChannel gives the reason and it survives the change of shape: a track sampled between two Euler triples takes a different path from one sampled between the rotations they represent, and the difference is the gimbal artefact everybody has seen. Showing Euler angles in the editor is a display decision and is a thing this format leaves open; storing them is not.
Fields and properties (10)
PositionXPosition, X.
PositionYPosition, Y.
PositionZPosition, Z.
RotationXRotation, X.
RotationYRotation, Y.
RotationZRotation, Z.
RotationWRotation, W.
ScaleXScale, X.
ScaleYScale, Y.
ScaleZScale, Z.
Used by (8)
- AnimationClipAssetVixen.Editor.Assets
- AnimationClipCurvesVixen.Editor.AssetEditors
- AnimationClipDocumentVixen.Editor.AssetEditors
- AnimationClipViewVixen.Editor.AssetEditors
- AnimationCurveDataVixen.Editor.Assets
- AnimationRowVixen.Editor.AssetEditors
- AuthoringTestsVixen.Editor.AssetEditors.Tests
- TypeRegistrationVixen.Editor.Assets