Animation functions

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These Character functions allow you to interact with the Animation Agent for a given character. These are client-side only fuctions.

Contents

GetAnimInputs

  GetAnimInputs(char as NodeRef) as LookupList indexed by String of String

Client Only. This function will return a list of all Animation Agent Inputs and their values as a LookupList.

This example prints all inputs and their values for your character:

inputs as LookupList indexed by String of String
inputs = GetAnimInputs(SYSTEM.INFO.PLAYERCHARACTER)
println("inputs:")
foreach i in inputs
  println(i + " = " + inputs[i])
.


GetAnimInput

  GetAnimInput(char as NodeRef, name as String) as String

Client Only. Retrieves the Animation Agent Input value for a given input.

Example:

if GetAnimInput(actor, "BasePosture") == "Moving"    
  ...
.

GetAnimKnobs

  GetAnimKnobs(char as NodeRef) as LookupList indexed by String of String

Client Only. This function will return a list of all Animation Sequence Knobs and their values as a LookupList.

This example prints all knobs and their values for your character:

knobs as LookupList indexed by String of String
knobs = GetAnimKnobs(SYSTEM.INFO.PLAYERCHARACTER)
println("knobs:")
foreach k in knobs
  println(k + " = " + knobs[k])
.



DoesAnimStringKnobExist

DoesAnimStringKnobExist(char as NodeRef, name as String) as Boolean

Client Only. Determines if the character has a particular Animation Sequence String Knob (sknob) already set or not. Recall that asking for a particular sknob value with the GetAnimStringKnob function will add the knob automatically if it doesn't exist, so this is the only way to determine if it already exists on the character.

Example:

if DoesAnimStringKnobExist(actor, "WeaponHand") == true    
  ...
.


DoesAnimFloatKnobExist

DoesAnimFloatKnobExist(char as NodeRef, name as String) as Boolean

Client Only. Determines if the character has a particular Animation Sequence Float Knob (fknob) already set or not. Recall that asking for a particular fknob value with the GetAnimFloatKnob function will add the knob automatically if it doesn't exist, so this is the only way to determine if it already exists on the character.

Example:

if DoesAnimFloatKnobExist(actor, "HealthBlend") == true    
  ...
.

GetAnimStringKnob

GetAnimStringKnob(char as NodeRef, name as String) as Boolean

Client Only. Retrieves the Animation Sequence String Knob (sknob) value for a given sknob. Note that if the string knob does not exist, it will be added and initilized with a blank string value.

Example:

if GetAnimStringKnob(actor, "WeaponHand") == "Right"    
  ...
.


GetAnimFloatKnob

GetAnimFloatKnob(char as NodeRef, name as String) as Float

Client Only. Retrieves the Animation Sequence Float Knob (fknob) value for a given fknob. Note that if the float knob does not exist, it will be added and initilized with a blank string value.

Example:

if GetAnimFloatKnob(actor, "HealthBlend") > .5
  ...
.

See also

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