public record class AnimationChannelWhat one animation does to one node, as three independent tracks.
No guide page documents this yet — the page shows what the code says about itself.
Remarks
Position, rotation and scale keep their own time arrays, because an exporter emits keys only where a track actually changes. A character that translates for two seconds while rotating on every frame would otherwise carry two hundred position keys that all say the same thing.
Rotation is a quaternion and is deliberately not decomposed into Euler angles: a track sampled between two Euler triples takes a different path than one sampled between the rotations they represent, and the difference is the gimbal artefact everybody has seen.
Fields and properties (7)
public string TargetWhich node or joint it drives, by name.
public float[] PositionTimesWhen each position key is, in seconds.
public Vector3[] PositionsThe position keys.
public float[] RotationTimesWhen each rotation key is, in seconds.
public Quaternion[] RotationsThe rotation keys.
public float[] ScaleTimesWhen each scale key is, in seconds.
public Vector3[] ScalesThe scale keys.
Used by (18)
- RigsVixen.Benchmarks.Animation
- AnimationClipVixen.Animation
- AnimationClipContentVixen.Animation
- AnimationClipDataVixen.Rendering
- AnimationClipTestsVixen.Animation.Tests
- AnimationCurveCompressorVixen.Animation
- AuthoringTestsVixen.Animation.Tests
- CompressionTestsVixen.Animation.Tests
- ModelDataTestsVixen.Rendering.Tests
- SkeletonRetargetVixen.Animation
- TestRigsVixen.Animation.Tests
- TypeRegistrationVixen.Rendering
- Vixen_Rendering_AnimationChannelSerializerVixen.Rendering
- Vixen_Rendering_AnimationClipDataSerializerVixen.Rendering
- AnimationClipAssetVixen.Editor.Assets
- AnimationClipImporterTestsVixen.Editor.Assets.Tests
- AuthoringTestsVixen.Editor.AssetEditors.Tests
- ModelReaderVixen.Editor.Assets