Open 3D Engine EMotionFX Gem API Reference
24.09
O3DE is an open-source, fully-featured, high-fidelity, modular 3D engine for building games and simulations, available to every industry.
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#include <PlayBackInfo.h>
Public Member Functions | |
PlayBackInfo () | |
~PlayBackInfo () | |
Public Attributes | |
float | m_blendInTime |
float | m_blendOutTime |
float | m_playSpeed |
float | m_targetWeight |
float | m_eventWeightThreshold |
float | m_maxPlayTime |
float | m_clipStartTime |
float | m_clipEndTime |
float | m_freezeAtTime |
uint32 | m_numLoops |
uint32 | m_priorityLevel |
EMotionBlendMode | m_blendMode |
EPlayMode | m_playMode |
bool | m_mirrorMotion |
bool | m_mix |
bool | m_playNow |
bool | m_motionExtractionEnabled |
bool | m_retarget |
bool | m_freezeAtLastFrame |
bool | m_enableMotionEvents |
bool | m_blendOutBeforeEnded |
bool | m_canOverwrite |
bool | m_deleteOnZeroWeight |
bool | m_inPlace |
The playback information, which are used when playing a motion on an actor. You have to pass an object of this class to the Actor::PlayMotion(...) method.
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inline |
The constructor. Automatically initializes all members on the following default values.
Member Name - Default Value --------------------------------- m_blendInTime - 0.3 (seconds) m_blendOutTime - 0.3 (seconds) m_playSpeed - 1.0 (original speed) m_targetWeight - 1.0 (fully blend in) m_eventWeightThreshold - 0.0 (allow all events even with low motion instance weight values) m_maxPlayTime - 0.0 (disabled when zero or negative) m_clipStartTime - 0.0 (start and loop from the beginning of the motion) m_clipEndTime - 0.0 (set to negative or zero to play the full range of the motion) m_numLoops - EMFX_LOOPFOREVER m_blendMode - BLENDMODE_OVERWRITE (overwrites motions) m_playMode - PLAYMODE_FORWARD (regular forward playing motion) m_mirrorMotion - false (disable motion mirroring) m_playNow - true (start playing immediately) m_mix - false (non mixing motion) m_priorityLevel - 0 (no priority) m_motionExtractionEnabled - true m_retarget - false (no motion retargeting allowed) m_freezeAtLastFrame - true (motion freezes in last frame when not looping forever) m_enableMotionEvents - true (all motion events will be processed for this motion instance m_blendOutBeforeEnded - true (blend out so that it faded out at the end of the motion). m_canOverwrite - true (can overwrite other motion instances when reaching a weight of 1.0) m_deleteOnZeroWeight - true (delete this motion instance when it reaches a weight of 0.0) m_freezeAtTime; - -1.0 (Freeze at a given time offset in seconds. The current play time would continue running though, and a blend out would be triggered, unlike the m_freezeAtLastFrame. Set to negative value to disable.
You can adjust these settings.
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inline |
The destructor.
float EMotionFX::PlayBackInfo::m_blendInTime |
The time, in seconds, which it will take to fully have blended to the target weight.
EMotionBlendMode EMotionFX::PlayBackInfo::m_blendMode |
The motion blend mode. Please read the MotionInstance::SetBlendMode(...) method for more information.
bool EMotionFX::PlayBackInfo::m_blendOutBeforeEnded |
Set to true if you want the motion to be stopped so that it exactly faded out when the motion/loop fully finished. If set to false it will fade out after the loop has completed (and starts repeating). The default is true.
float EMotionFX::PlayBackInfo::m_blendOutTime |
The time, in seconds, which it takes to smoothly fadeout the motion, after it has been stopped playing.
bool EMotionFX::PlayBackInfo::m_canOverwrite |
Set to true if you want this motion to be able to delete other underlaying motion instances when this motion instance reaches a weight of 1.0.
float EMotionFX::PlayBackInfo::m_clipEndTime |
The end playback time in seconds. It will jump back to the clip start time after reaching this playback time.
float EMotionFX::PlayBackInfo::m_clipStartTime |
The start playback time in seconds. Also in case of looping it will jump to this position on a loop.
bool EMotionFX::PlayBackInfo::m_deleteOnZeroWeight |
Set to true if you wish to delete this motion instance once it reaches a weight of 0.0.
bool EMotionFX::PlayBackInfo::m_enableMotionEvents |
Set to true to enable motion events, or false to disable processing of motion events for this motion instance.
float EMotionFX::PlayBackInfo::m_eventWeightThreshold |
The motion event weight threshold. If the motion instance weight is lower than this value, no motion events will be executed for this motion instance.
bool EMotionFX::PlayBackInfo::m_freezeAtLastFrame |
Set to true if you like the motion to freeze at the last frame, for example in case of a death motion.
float EMotionFX::PlayBackInfo::m_freezeAtTime |
Freeze at a given time offset in seconds. The current play time would continue running though, and a blend out would be triggered, unlike the m_freezeAtLastFrame. Set to negative value to disable. Default=-1.
bool EMotionFX::PlayBackInfo::m_inPlace |
Set to true if you want the motion to play in place. This means the root of the motion will not move.
float EMotionFX::PlayBackInfo::m_maxPlayTime |
The maximum play time, in seconds. Set to zero or a negative value to disable it.
bool EMotionFX::PlayBackInfo::m_mirrorMotion |
Is motion mirroring enabled or not? When set to true, the m_mirrorPlaneNormal is used as mirroring axis.
bool EMotionFX::PlayBackInfo::m_mix |
Set to true if you want this motion to mix or not.
bool EMotionFX::PlayBackInfo::m_motionExtractionEnabled |
Set to true if you want this motion to move and rotate the actor instance, otherwise set to false.
uint32 EMotionFX::PlayBackInfo::m_numLoops |
The number of times you want to play this motion. A value of EMFX_LOOPFOREVER means it will loop forever.
EPlayMode EMotionFX::PlayBackInfo::m_playMode |
The motion playback mode. This means forward or backward playback.
bool EMotionFX::PlayBackInfo::m_playNow |
Set to true if you want to start playing the motion right away. If set to false it will be scheduled for later by inserting it into the motion queue.
float EMotionFX::PlayBackInfo::m_playSpeed |
The playback speed factor. A value of 1 stands for the original speed, while for example 2 means twice the original speed.
uint32 EMotionFX::PlayBackInfo::m_priorityLevel |
The priority level, the higher this value, the higher priority it has on overwriting other motions.
bool EMotionFX::PlayBackInfo::m_retarget |
Set to true if you want to enable motion retargeting. Read the manual for more information.
float EMotionFX::PlayBackInfo::m_targetWeight |
The target weight, where 1 means fully active, and 0 means not active at all.