Rebel Fork Framework
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#include <Urho3D/Graphics/AnimationState.h>
Public Attributes | |
unsigned | boneIndex_ {} |
Bone * | bone_ {} |
Public Attributes inherited from Urho3D::NodeAnimationStateTrack | |
const AnimationTrack * | track_ {} |
WeakPtr< Node > | node_ |
unsigned | keyFrame_ {} |
Transform track applied to the Bone of AnimatedModel. TODO(animation): Handle Animation reload when tracks are playing? TODO(animation): Do we want per-bone weights?