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|||
# This file is automatically generated. Please don't edit it manually.
|
||||
# To submit a bug report on the content, see
|
||||
# https://devforum.roblox.com/c/bug-reports/documentation-issues/72
|
||||
|
||||
name: AnimationTrack
|
||||
type: class
|
||||
memory_category: Animation
|
||||
summary: |
|
||||
Controls the playback of an animation on an `Class.Animator`.
|
||||
description: |
|
||||
Controls the playback of an animation on an `Class.Animator`. This object
|
||||
cannot be created, instead it is returned by the
|
||||
`Class.Animator:LoadAnimation()` method.
|
||||
code_samples: []
|
||||
inherits:
|
||||
- Instance
|
||||
descendants: []
|
||||
tags:
|
||||
- NotCreatable
|
||||
deprecation_message: ''
|
||||
properties:
|
||||
- name: AnimationTrack.Animation
|
||||
summary: |
|
||||
The `Class.Animation` object that was used to create this
|
||||
`Class.AnimationTrack`.
|
||||
description: |
|
||||
The `Class.Animation` object that was used to create this
|
||||
`Class.AnimationTrack`. To create an `Class.AnimationTrack`, you must load
|
||||
an `Class.Animation` object onto an `Class.Animator` using the
|
||||
`Class.Animator:LoadAnimation()` method.
|
||||
code_samples:
|
||||
- AnimationPlayed
|
||||
type: Animation
|
||||
tags:
|
||||
- ReadOnly
|
||||
- NotReplicated
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Data
|
||||
serialization:
|
||||
can_load: false
|
||||
can_save: false
|
||||
capabilities:
|
||||
- Animation
|
||||
- name: AnimationTrack.IsPlaying
|
||||
summary: |
|
||||
A read-only property that returns true when the `Class.AnimationTrack` is
|
||||
playing.
|
||||
description: |
|
||||
A read-only property that returns true when the `Class.AnimationTrack` is
|
||||
playing.
|
||||
|
||||
This property can be used to check if an animation is already playing
|
||||
before playing it (as that would cause it to restart). If you want to
|
||||
obtain all playing `Class.AnimationTrack|AnimationTracks` on an
|
||||
`Class.Animator` or a `Class.Humanoid`, they should use
|
||||
`Class.Animator:GetPlayingAnimationTracks()`
|
||||
code_samples:
|
||||
- AnimationTrack-IsPlaying
|
||||
type: boolean
|
||||
tags:
|
||||
- ReadOnly
|
||||
- NotReplicated
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Data
|
||||
serialization:
|
||||
can_load: false
|
||||
can_save: false
|
||||
capabilities:
|
||||
- Animation
|
||||
- name: AnimationTrack.Length
|
||||
summary: |
|
||||
A read-only property that returns the length (in seconds) of an
|
||||
`Class.AnimationTrack`. This will return `0` until the animation has fully
|
||||
loaded and thus may not be immediately available.
|
||||
description: |
|
||||
A read-only property that returns the length (in seconds) of an
|
||||
`Class.AnimationTrack`. This will return `0` until the animation has fully
|
||||
loaded and thus may not be immediately available.
|
||||
|
||||
When the `Class.AnimationTrack.Speed` of an `Class.AnimationTrack` is
|
||||
equal to `1`, the animation will take `Class.AnimationTrack.Length` (in
|
||||
seconds) to complete.
|
||||
code_samples:
|
||||
- Animation-Speed-2
|
||||
type: float
|
||||
tags:
|
||||
- ReadOnly
|
||||
- NotReplicated
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Data
|
||||
serialization:
|
||||
can_load: false
|
||||
can_save: false
|
||||
capabilities:
|
||||
- Animation
|
||||
- name: AnimationTrack.Looped
|
||||
summary: |
|
||||
Sets whether the animation will repeat after finishing. If it is changed
|
||||
while playing the result will take effect after the animation finishes.
|
||||
description: |
|
||||
This property sets whether the animation will repeat after finishing. If
|
||||
it is changed while playing the result will take effect after the
|
||||
animation finishes.
|
||||
|
||||
This property defaults to how it was set in the
|
||||
[Animation Editor](../../../animation/editor.md). However, this property
|
||||
can be changed, allowing control over the `Class.AnimationTrack` while it
|
||||
is running. This property also correctly handles animations played in
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reverse (negative `Class.AnimationTrack.Speed`). After the first keyframe
|
||||
is reached, it will restart at the last keyframe.
|
||||
code_samples:
|
||||
- Animation-Looping
|
||||
- AnimationTrack-DidLoop
|
||||
type: boolean
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Data
|
||||
serialization:
|
||||
can_load: false
|
||||
can_save: false
|
||||
capabilities:
|
||||
- Animation
|
||||
- name: AnimationTrack.Priority
|
||||
summary: |
|
||||
Sets the priority of an `Class.AnimationTrack`. Depending on what this is
|
||||
set to, playing multiple animations at once will look to this property to
|
||||
figure out which `Class.Keyframe` `Class.Pose|Poses` should be played over
|
||||
one another.
|
||||
description: |
|
||||
This property sets the priority of an `Class.AnimationTrack`. Depending on
|
||||
what this is set to, playing multiple animations at once will look to this
|
||||
property to figure out which `Class.Keyframe` poses should be played over
|
||||
one another. It uses `Enum.AnimationPriority` which has 7 priority levels:
|
||||
|
||||
1. `Enum.AnimationPriority|Action4` (highest priority)
|
||||
2. `Enum.AnimationPriority|Action3`
|
||||
3. `Enum.AnimationPriority|Action2`
|
||||
4. `Enum.AnimationPriority|Action`
|
||||
5. `Enum.AnimationPriority|Movement`
|
||||
6. `Enum.AnimationPriority|Idle`
|
||||
7. `Enum.AnimationPriority|Core` (lowest priority)
|
||||
|
||||
Properly set animation priorities, either through the
|
||||
[Animation Editor](../../../animation/editor.md) or through this property,
|
||||
allow multiple animations to be played without them clashing. Where two
|
||||
playing animations direct the target to move the same limb in different
|
||||
ways, the `Class.AnimationTrack` with the highest priority will show. If
|
||||
both animations have the same priority, the weights of the tracks will be
|
||||
used to combine the animations.
|
||||
code_samples: []
|
||||
type: AnimationPriority
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Data
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Animation
|
||||
- name: AnimationTrack.Speed
|
||||
summary: |
|
||||
Read-only property that gives the current playback speed of the
|
||||
`Class.AnimationTrack`.
|
||||
description: |
|
||||
This read-only property gives the current playback speed of the
|
||||
`Class.AnimationTrack`. When equal to `1`, the amount of time an animation
|
||||
takes to complete is equal to `Class.AnimationTrack.Length`, in seconds.
|
||||
|
||||
If the speed is adjusted through `Class.AnimationTrack:AdjustSpeed()`, the
|
||||
actual time it will take a track to play can be computed by dividing the
|
||||
length by the speed. Speed is a unitless quantity.
|
||||
code_samples:
|
||||
- Animation-Speed
|
||||
- Animation-Speed-2
|
||||
type: float
|
||||
tags:
|
||||
- ReadOnly
|
||||
- NotReplicated
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Data
|
||||
serialization:
|
||||
can_load: false
|
||||
can_save: false
|
||||
capabilities:
|
||||
- Animation
|
||||
- name: AnimationTrack.TimePosition
|
||||
summary: |
|
||||
Returns the position in time in seconds that an `Class.AnimationTrack` is
|
||||
through playing its source animation. Can be set to make the track jump to
|
||||
a specific moment in the animation.
|
||||
description: |
|
||||
Returns the position in time in seconds that an `Class.AnimationTrack` is
|
||||
through playing its source animation. Can be set to make the track jump to
|
||||
a specific moment in the animation, but the `Class.AnimationTrack` must be
|
||||
playing to do so. It can also be used in combination with
|
||||
`Class.AnimationTrack:AdjustSpeed()` to freeze the animation at a desired
|
||||
point by setting speed to `0`.
|
||||
code_samples:
|
||||
- Animation-TimePosition
|
||||
type: float
|
||||
tags:
|
||||
- NotReplicated
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Data
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: false
|
||||
capabilities:
|
||||
- Animation
|
||||
- name: AnimationTrack.WeightCurrent
|
||||
summary: |
|
||||
Read-only property that gives the current weight of the
|
||||
`Class.AnimationTrack`.
|
||||
description: |
|
||||
When weight is set in an `Class.AnimationTrack` it does not change
|
||||
instantaneously but moves from `Class.AnimationTrack.WeightCurrent` to
|
||||
`Class.AnimationTrack.WeightTarget`. The time it takes to do this is
|
||||
determined by the `fadeTime` parameter given when the animation is played,
|
||||
or the weight is adjusted.
|
||||
|
||||
`Class.AnimationTrack.WeightCurrent` can be checked against
|
||||
`Class.AnimationTrack.WeightTarget` to see if the desired weight has been
|
||||
reached. Note that these values should not be checked for equality with
|
||||
the `==` operator, as both of these values are floats. To see if
|
||||
`Class.AnimationTrack.WeightCurrent` has reached the target weight, it is
|
||||
recommended to see if the distance between those values is sufficiently
|
||||
small.
|
||||
code_samples:
|
||||
- AnimationWeight
|
||||
type: float
|
||||
tags:
|
||||
- ReadOnly
|
||||
- NotReplicated
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Data
|
||||
serialization:
|
||||
can_load: false
|
||||
can_save: false
|
||||
capabilities:
|
||||
- Animation
|
||||
- name: AnimationTrack.WeightTarget
|
||||
summary: |
|
||||
Read-only property that gives the current weight of the
|
||||
`Class.AnimationTrack`.
|
||||
description: |
|
||||
This read-only property gives the current weight of the
|
||||
`Class.AnimationTrack`. It has a default value of `1` and is set when
|
||||
`Class.AnimationTrack:Play()`, `Class.AnimationTrack:Stop()` or
|
||||
`Class.AnimationTrack:AdjustWeight()` is called. When weight is set in an
|
||||
`Class.AnimationTrack` it does not change instantaneously but moves from
|
||||
`Class.AnimationTrack.WeightCurrent` to
|
||||
`Class.AnimationTrack.WeightTarget`. The time it takes to do this is
|
||||
determined by the `fadeTime` parameter given when the animation is played,
|
||||
or the weight is adjusted.
|
||||
|
||||
`Class.AnimationTrack.WeightCurrent` can be checked against
|
||||
`Class.AnimationTrack.WeightTarget` to see if the desired weight has been
|
||||
reached. Note that these values should not be checked for equality with
|
||||
the `==` operator, as both of these values are floats. To see if
|
||||
`Class.AnimationTrack.WeightCurrent` has reached the target weight, it is
|
||||
recommended to see if the distance between those values is sufficiently
|
||||
small.
|
||||
code_samples:
|
||||
- AnimationWeight
|
||||
type: float
|
||||
tags:
|
||||
- ReadOnly
|
||||
- NotReplicated
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Data
|
||||
serialization:
|
||||
can_load: false
|
||||
can_save: false
|
||||
capabilities:
|
||||
- Animation
|
||||
methods:
|
||||
- name: AnimationTrack:AdjustSpeed
|
||||
summary: |
|
||||
Changes the `Class.AnimationTrack.Speed` of an animation. A positive value
|
||||
for speed plays the animation forward, a negative one plays it backwards,
|
||||
and `0` pauses it.
|
||||
description: |
|
||||
This method changes the `Class.AnimationTrack.Speed` of an animation. A
|
||||
positive value for speed plays the animation forward, a negative one plays
|
||||
it backwards, and `0` pauses it.
|
||||
|
||||
A track's initial speed is set as a parameter in
|
||||
`Class.AnimationTrack:Play()`. However a track's
|
||||
`Class.AnimationTrack.Speed` can be changed during playback using this
|
||||
method. When speed is equal to `1`, the amount of time an animation takes
|
||||
to complete is equal to `Class.AnimationTrack.Length` (in seconds).
|
||||
|
||||
When is adjusted, then the actual time it will take a track to play can be
|
||||
computed by dividing the length by the speed. `Class.AnimationTrack.Speed`
|
||||
is a unitless quantity.
|
||||
code_samples:
|
||||
- Animation-Speed-2
|
||||
- Animation-Speed
|
||||
parameters:
|
||||
- name: speed
|
||||
type: float
|
||||
default: 1
|
||||
summary: |
|
||||
The playback speed the animation is to be changed to.
|
||||
returns:
|
||||
- type: ()
|
||||
summary: ''
|
||||
tags:
|
||||
- CustomLuaState
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- Animation
|
||||
- name: AnimationTrack:AdjustWeight
|
||||
summary: |
|
||||
Changes the weight of an animation, with the optional `fadeTime` parameter
|
||||
determining how long it takes for `Class.AnimationTrack.WeightCurrent` to
|
||||
reach `Class.AnimationTrack.WeightTarget`.
|
||||
description: |
|
||||
Changes the weight of an animation, with the optional `fadeTime` parameter
|
||||
determining how long it takes for `Class.AnimationTrack.WeightCurrent` to
|
||||
reach `Class.AnimationTrack.WeightTarget`.
|
||||
|
||||
When weight is set in an `Class.AnimationTrack` it does not change
|
||||
instantaneously but moves from `Class.AnimationTrack.WeightCurrent` to
|
||||
`Class.AnimationTrack.WeightTarget`. The time it takes to do this is
|
||||
determined by the `fadeTime` parameter given when the animation is played,
|
||||
or the weight is adjusted.
|
||||
|
||||
The animation weighting system is used to determine how
|
||||
`Class.AnimationTrack|AnimationTracks` playing at the same priority are
|
||||
blended together. The default weight is `1`, and no movement will be
|
||||
visible on an `Class.AnimationTrack` with a weight of `0`. The pose that
|
||||
is shown at any point in time is determined by the weighted average of all
|
||||
the `Class.Pose|Poses` and the `Class.AnimationTrack.WeightCurrent` of
|
||||
each `Class.AnimationTrack`. See below for an example of animation
|
||||
blending in practice. In most cases blending animations is not required
|
||||
and using `Class.AnimationTrack.Priority` is more suitable.
|
||||
code_samples:
|
||||
- AnimationTrack-Change-Weight
|
||||
parameters:
|
||||
- name: weight
|
||||
type: float
|
||||
default: 1
|
||||
summary: |
|
||||
The weight the animation is to be changed to.
|
||||
- name: fadeTime
|
||||
type: float
|
||||
default: 0.100000001
|
||||
summary: |
|
||||
The duration of time that the animation will fade between the old
|
||||
weight and the new weight for.
|
||||
returns:
|
||||
- type: ()
|
||||
summary: ''
|
||||
tags:
|
||||
- CustomLuaState
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- Animation
|
||||
- name: AnimationTrack:GetMarkerReachedSignal
|
||||
summary: |
|
||||
Returns an `Datatype.RBXScriptSignal` (event) that fires when a specified
|
||||
`Class.KeyframeMarker` has been hit in an `Class.Animation|animation`.
|
||||
description: |
|
||||
This method returns an `Datatype.RBXScriptSignal` (event) similar to the
|
||||
`Class.AnimationTrack.KeyframeReached` event, except it only fires when a
|
||||
specified `Class.KeyframeMarker` has been hit in an
|
||||
`Class.Animation|animation`. The difference allows for greater control of
|
||||
when the event will fire.
|
||||
|
||||
To learn more about using this method, see
|
||||
[here](../../../animation/events.md).
|
||||
|
||||
#### See Also
|
||||
|
||||
- `Class.KeyframeMarker`
|
||||
- `Class.AnimationTrack`, controls the playback of an animation on a
|
||||
`Class.Humanoid` or `Class.AnimationController`
|
||||
- `Class.Keyframe`, holds the `Class.Pose|Poses` applied to joints in a
|
||||
`Class.Model` at a given point of time in an animation
|
||||
- `Class.Keyframe:AddMarker()`
|
||||
- `Class.Keyframe:RemoveMarker()`
|
||||
- `Class.Keyframe:GetMarkers()`
|
||||
code_samples:
|
||||
- listening-to-keyframemarkers
|
||||
parameters:
|
||||
- name: name
|
||||
type: string
|
||||
default:
|
||||
summary: |
|
||||
The name of the `Class.KeyframeMarker` the signal is being created
|
||||
for. Not to be confused with the name of the `Class.Keyframe`.
|
||||
returns:
|
||||
- type: RBXScriptSignal
|
||||
summary: |
|
||||
The signal created and fired when the animation reaches the created
|
||||
`Class.KeyframeMarker`.
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- Animation
|
||||
- name: AnimationTrack:GetParameter
|
||||
summary: ''
|
||||
description: ''
|
||||
code_samples: []
|
||||
parameters:
|
||||
- name: key
|
||||
type: string
|
||||
default:
|
||||
summary: ''
|
||||
returns:
|
||||
- type: Variant
|
||||
summary: ''
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- Animation
|
||||
- name: AnimationTrack:GetParameterDefaults
|
||||
summary: ''
|
||||
description: ''
|
||||
code_samples: []
|
||||
parameters: []
|
||||
returns:
|
||||
- type: Dictionary
|
||||
summary: ''
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- Animation
|
||||
- name: AnimationTrack:GetTargetInstance
|
||||
summary: ''
|
||||
description: ''
|
||||
code_samples: []
|
||||
parameters:
|
||||
- name: name
|
||||
type: string
|
||||
default:
|
||||
summary: ''
|
||||
returns:
|
||||
- type: Instance
|
||||
summary: ''
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- Animation
|
||||
- name: AnimationTrack:GetTargetNames
|
||||
summary: ''
|
||||
description: ''
|
||||
code_samples: []
|
||||
parameters: []
|
||||
returns:
|
||||
- type: Array
|
||||
summary: ''
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- Animation
|
||||
- name: AnimationTrack:GetTimeOfKeyframe
|
||||
summary: |
|
||||
Returns the time position of the first `Class.Keyframe` of the given name
|
||||
in an `Class.AnimationTrack`.
|
||||
description: |
|
||||
Returns the time position of the first `Class.Keyframe` of the given name
|
||||
in an `Class.AnimationTrack`. If multiple `Class.Keyframe|Keyframes` share
|
||||
the same name, it will return the earliest one in the animation.
|
||||
|
||||
This method will return an error if it is uses with an invalid keyframe
|
||||
name (one that does not exist for example) or if the underlying
|
||||
`Class.Animation` has not yet loaded. To address this make sure only
|
||||
correct keyframe names are used and the animation has loaded before
|
||||
calling this method.
|
||||
|
||||
To check if the animation has loaded, verify that the
|
||||
`Class.AnimationTrack.Length` is greater than zero.
|
||||
code_samples:
|
||||
- Animation-GetTimeOfKeyframe
|
||||
parameters:
|
||||
- name: keyframeName
|
||||
type: string
|
||||
default:
|
||||
summary: |
|
||||
The name associated with the `Class.Keyframe` to be found.
|
||||
returns:
|
||||
- type: double
|
||||
summary: |
|
||||
The time, in seconds, the `Class.Keyframe` occurs at normal playback
|
||||
speed.
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- Animation
|
||||
- name: AnimationTrack:Play
|
||||
summary: |
|
||||
Plays the `Class.AnimationTrack`. Once called an `Class.AnimationTrack`
|
||||
will play with the specified `fadeTime`, weight and speed.
|
||||
description: |
|
||||
When `Class.AnimationTrack:Play()` is called the track's animation will
|
||||
begin playing and the weight of the animation will increase from `0` to
|
||||
the specified `weight` (defaults to `1`) over the specified `fadeTime`.
|
||||
|
||||
The speed the `Class.AnimationTrack` will play at is determined by the
|
||||
speed parameter (defaults to `1`). When the speed is equal to `1` the
|
||||
number of seconds the track will take to complete is equal to the track's
|
||||
`Class.AnimationTrack.Length` property. For example, a speed of `2` will
|
||||
cause the track to play twice as fast.
|
||||
|
||||
The weight and speed of the animation can also be changed after the
|
||||
animation has begun playing by using the
|
||||
`Class.AnimationTrack:AdjustWeight()` and
|
||||
`Class.AnimationTrack:AdjustSpeed()` methods.
|
||||
|
||||
If you want to start the animation at a specific point using
|
||||
`Class.AnimationTrack.TimePosition`, it's important the animation is
|
||||
played before this is done.
|
||||
code_samples:
|
||||
- Animation-Speed-2
|
||||
- Animation-TimePosition
|
||||
parameters:
|
||||
- name: fadeTime
|
||||
type: float
|
||||
default: 0.100000001
|
||||
summary: |
|
||||
The duration of time that the animation's weight should be faded in
|
||||
for.
|
||||
- name: weight
|
||||
type: float
|
||||
default: 1
|
||||
summary: |
|
||||
The weight the animation is to be played at.
|
||||
- name: speed
|
||||
type: float
|
||||
default: 1
|
||||
summary: |
|
||||
The playback speed of the animation.
|
||||
returns:
|
||||
- type: ()
|
||||
summary: ''
|
||||
tags:
|
||||
- CustomLuaState
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- Animation
|
||||
- name: AnimationTrack:SetParameter
|
||||
summary: ''
|
||||
description: ''
|
||||
code_samples: []
|
||||
parameters:
|
||||
- name: key
|
||||
type: string
|
||||
default:
|
||||
summary: ''
|
||||
- name: value
|
||||
type: Variant
|
||||
default:
|
||||
summary: ''
|
||||
returns:
|
||||
- type: ()
|
||||
summary: ''
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- Animation
|
||||
- name: AnimationTrack:SetTargetInstance
|
||||
summary: ''
|
||||
description: ''
|
||||
code_samples: []
|
||||
parameters:
|
||||
- name: name
|
||||
type: string
|
||||
default:
|
||||
summary: ''
|
||||
- name: target
|
||||
type: Instance
|
||||
default:
|
||||
summary: ''
|
||||
returns:
|
||||
- type: ()
|
||||
summary: ''
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- Animation
|
||||
- name: AnimationTrack:Stop
|
||||
summary: |
|
||||
Stops the `Class.AnimationTrack`.
|
||||
description: |
|
||||
Stops the `Class.AnimationTrack`. Once called, the weight of the animation
|
||||
will move towards zero over a length of time specified by the optional
|
||||
`fadeTime` parameter. For example, if `Stop()` is called with a `fadeTime`
|
||||
of `2`, it will take two seconds for the weight of the track to reach zero
|
||||
and its effects completely end. Please note this will be the case
|
||||
regardless of the initial weight of the animation.
|
||||
|
||||
It is not recommended to use a `fadeTime` of `0` in an attempt to override
|
||||
this effect and end the animation immediately for `Class.Motor6D|Motor6Ds`
|
||||
that have their `Class.Motor.MaxVelocity` set to zero, as this causes the
|
||||
joints to freeze in place. If it must end immediately, ensure the
|
||||
`Class.Motor.MaxVelocity` of `Class.Motor6D|Motor6Ds` in your rig are high
|
||||
enough for them to snap properly.
|
||||
code_samples:
|
||||
- AnimationTrack-Stop
|
||||
parameters:
|
||||
- name: fadeTime
|
||||
type: float
|
||||
default: 0.100000001
|
||||
summary: |
|
||||
The time, in seconds, for which animation weight is to be faded out
|
||||
over.
|
||||
returns:
|
||||
- type: ()
|
||||
summary: ''
|
||||
tags:
|
||||
- CustomLuaState
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- Animation
|
||||
events:
|
||||
- name: AnimationTrack.DidLoop
|
||||
summary: |
|
||||
Fires when an `Class.AnimationTrack` loops on the next update following
|
||||
the end of the previous animation loop.
|
||||
description: |
|
||||
This event fires whenever a looped `Class.AnimationTrack` completes a
|
||||
loop, on the next update.
|
||||
|
||||
Currently it may also fire at the exact end of a non looped animation
|
||||
track but this behavior should not be relied upon.
|
||||
code_samples:
|
||||
- AnimationTrack-DidLoop
|
||||
parameters: []
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
capabilities:
|
||||
- Animation
|
||||
- name: AnimationTrack.Ended
|
||||
summary: |
|
||||
Fires when the `Class.AnimationTrack` is completely done moving anything
|
||||
in the world.
|
||||
description: |
|
||||
Fires when the `Class.AnimationTrack` is completely done moving anything
|
||||
in the world, meaning the animation has finished playing, the "fade out"
|
||||
is finished, and the subject is in a neutral pose.
|
||||
|
||||
You can use this to take action when the animation track's subject is back
|
||||
in a neutral pose that's unaffected by the `Class.AnimationTrack` or to
|
||||
clean up the `Class.AnimationTrack`.
|
||||
code_samples:
|
||||
- AnimationTrack-Ended
|
||||
parameters: []
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
capabilities:
|
||||
- Animation
|
||||
- name: AnimationTrack.KeyframeReached
|
||||
summary: |
|
||||
Fires every time playback of an `Class.AnimationTrack` reaches a
|
||||
`Class.Keyframe` that does not have the default name of `Keyframe`.
|
||||
description: |
|
||||
Fires every time playback of an `Class.AnimationTrack` reaches a
|
||||
`Class.Keyframe` that does not have the default name of `Keyframe`. This
|
||||
event lets you run code at predefined points in an animation (set by
|
||||
`Class.Keyframe` names).
|
||||
|
||||
`Class.Keyframe` names do not need to be unique. For example, if an
|
||||
animation has three keyframes named `Particles`, this event will fire each
|
||||
time one of these keyframes is reached.
|
||||
|
||||
`Class.Keyframe` names can be set in the
|
||||
[Animation Editor](../../../animation/editor.md) when creating or editing
|
||||
an animation. They cannot however be set by a `Class.Script` on an
|
||||
existing animation prior to playing it.
|
||||
code_samples: []
|
||||
parameters:
|
||||
- name: keyframeName
|
||||
type: string
|
||||
default:
|
||||
summary: |
|
||||
The name of the `Class.Keyframe` reached.
|
||||
tags: []
|
||||
deprecation_message: |
|
||||
This event has been superseded by the
|
||||
`Class.AnimationTrack:GetMarkerReachedSignal()` method.
|
||||
security: None
|
||||
capabilities:
|
||||
- Animation
|
||||
- name: AnimationTrack.Stopped
|
||||
summary: |
|
||||
Fires when the `Class.AnimationTrack` finishes playing. The AnimationTrack
|
||||
might still animate the subject while the animation "fades out". To catch
|
||||
when the AnimationTrack is completely done moving anything in the world,
|
||||
use the `Class.AnimationTrack.Ended` event.
|
||||
description: |
|
||||
Fires whenever the `Class.AnimationTrack` finishes playing.
|
||||
|
||||
This event has a number of uses. It can be used to wait until an
|
||||
`Class.AnimationTrack` has stopped before continuing (for example, if
|
||||
chaining a series of animations to play after each other). It can also be
|
||||
used to clean up any `Class.Instance|Instances` created during the
|
||||
animation playback.
|
||||
code_samples:
|
||||
- AnimationTrack-Stopped
|
||||
parameters: []
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
capabilities:
|
||||
- Animation
|
||||
callbacks: []
|
||||
Loading…
Add table
Add a link
Reference in a new issue