vkmEngine 1.0.0
A C++ game engine · vkmengine.com
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Vkm::Engine::BoneAdjust Struct Reference

What a behavior adds to one bone on top of the clip, this frame. More...

#include <animator.h>

Public Attributes

int32_t bone = -1
 Into the rig's bones; out of range adjusts nothing.
glm::quat rotation {1.0f, 0.0f, 0.0f, 0.0f}
 Model space, about the bone's origin.
glm::vec3 offset {0.0f}
 Model space, added to the bone's origin.
float scale = 1.0f
 Multiplies the bone's scale; children inherit.
bool absolute = false
 True: rotation replaces the clip's orientation.

Detailed Description

What a behavior adds to one bone on top of the clip, this frame.

composePose applies it after the clip is sampled and the crossfade blended, before the bone is composed, so the subtree follows. Rotation and offset are in rig model space about the bone's origin; a caller in world axes turns the axis by the inverse of the rig's world rotation. The bone is an index resolved against the Animator's skeleton: session state, never serialized.

scale near zero collapses the bone's skin to a point; exactly zero leaves no orientation to read. Read on the tick, so a bone following something that moves every frame steps at the tick rate. docs/reference/animation.md, "Adjusting a bone from gameplay".


The documentation for this struct was generated from the following file: