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 the just-created AnimEvaluator object in the AnimObject argument.
    Pass other derived classes for any subsequent blending or other such processing.

  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.

Resetting an Animation

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

You must have a material buffer ready to perform this operation on a material.
For details, see BaseAnimEvaluator::Reset.

Removing an Animation

Follow these steps to remove an animation from a model.

Note that all steps are required here.

Blending Animations

This section describes how to blend two or more animations with the same target.
The AnimationBlendDemo blends a walking animation and running animation.

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 with the required size and register the AnimEvaluator objects.

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

You can also blend an AnimBlender object using another AnimBlender.
You can also overwrite animations. For details, see Partial Animation.


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