public OffsetAnimation() { Curve.AddKey(0, 0); Curve.AddKey(0.25f, 0.1f); Curve.AddKey(0.75f, -0.1f); Curve.AddKey(1, 0f); }
public static void CreateAnimationKey(string objectName, string channel, int channelIndex, int frame, float value, int interpolation) { AnimatableProperty property = BlenderToVRtistAnimationProperty(channel, channelIndex); if (property == AnimatableProperty.Unknown) { Debug.LogError("Unknown Animation Property " + objectName + " " + channel + " " + channelIndex); return; } Node node = SyncData.nodes[objectName]; // Apply to instances foreach (Tuple <GameObject, string> t in node.instances) { GameObject gobj = t.Item1; AnimationSet animationSet = GlobalState.Animation.GetOrCreateObjectAnimation(gobj); Curve curve = animationSet.GetCurve(property); if (property == AnimatableProperty.RotationX || property == AnimatableProperty.RotationY || property == AnimatableProperty.RotationZ) { value = Mathf.Rad2Deg * value; } curve.AddKey(new AnimationKey(frame, value, (Interpolation)interpolation)); } }
public MoveAnimation(Vector2 from, Vector2 to) { this.from = from; this.to = to; Curve.AddKey(0, 0); Curve.AddKey(0.25f, 0.1f); Curve.AddKey(0.75f, -0.1f); Curve.AddKey(1, 0f); }
public void AddKey(float time) { float value = Curve.Evaluate(time); int keyIndex = Curve.AddKey(time, value); Skill.Editor.CurveUtility.SetKeyModeFromContext(Curve, keyIndex); Skill.Editor.CurveUtility.UpdateTangentsFromModeSurrounding(Curve, keyIndex); RebuildKeys(); View.Editor.Selection.Select((CurveKey)Controls[keyIndex]); _Resample = true; OnChanged(); }
public FadeAnimation() { Curve.AddKey(0, 0); Curve.AddKey(1, 1); }
public RotateAnimation() { Curve.AddKey(0, 0); Curve.AddKey(1, 1); }
public SlideAnimation() { Curve.AddKey(new Keyframe(0, 0, 0, 0)); Curve.AddKey(new Keyframe(1, 1, 0, 0)); }
public ScaleAnimation() { Curve.AddKey(0, 0); Curve.AddKey(1, 1); }