Basic Features

Animation Playback

The following is a simple procedure for playing back an animation.

For details, see AnimationDemo.

  1. Gets the animation group.

    The functions used differ depending on the animation target and type.

  2. Create an instance for animation evaluation.

    Use TransformAnimEvaluator::Builder for skeletal animations.

  3. Bind an animation loop to the created animation evaluation instance.
  4. Register the animation evaluation with the model.

    The functions used differ depending on the animation target and type.

    Pass AnimEvaluator just created in the argument AnimObject.
    Pass other derived classes if subsequent blending or other such processing is going to be performed.

  5. Update the scene each frame.

Switching the Playback Animation

This section describes how to play another animation for a target for which an animation is already playing.

Switching animations is faster than re-creating an instance for evaluation.

Frame Control

This section describes how to control the playback frame of an animation from your program.

Animation Reset

This section describes how to restore status immediately after loading a model or other object.

To perform this operation on a material, a material buffer must be ready.
For details, see BaseAnimEvaluator::Reset.

Animation Blend

This section describes how to blend two or more animations with the same target.
In the AnimationBlendDemo, a walking animation and running animation are blended.

For details, see AnimationBlendDemo.

  1. Prepare two or more instances of AnimEvaluator.

    For details on creating an instance of AnimEvaluator, see Animation Playback.

  2. Create an instance of AnimInterpolator having the required size and register AnimEvaluator.

    In this example, the AnimObject to be registered is AnimEvaluator.

You can also blend AnimBlender using AnimBlender.
You can also overwrite animations. For details, click Partial Animation.


CONFIDENTIAL