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770 lines
26 KiB
YAML
770 lines
26 KiB
YAML
# This file is automatically generated. Please don't edit it manually.
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# To submit a bug report on the content, see
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# https://devforum.roblox.com/c/bug-reports/documentation-issues/72
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name: AnimationTrack
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type: class
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memory_category: Animation
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summary: |
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Controls the playback of an animation on an `Class.Animator`.
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description: |
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Controls the playback of an animation on an `Class.Animator`. This object
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cannot be created, instead it is returned by the
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`Class.Animator:LoadAnimation()` method.
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code_samples: []
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inherits:
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- Instance
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descendants: []
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tags:
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- NotCreatable
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deprecation_message: ''
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properties:
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- name: AnimationTrack.Animation
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summary: |
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The `Class.Animation` object that was used to create this
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`Class.AnimationTrack`.
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description: |
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The `Class.Animation` object that was used to create this
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`Class.AnimationTrack`. To create an `Class.AnimationTrack`, you must load
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an `Class.Animation` object onto an `Class.Animator` using the
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`Class.Animator:LoadAnimation()` method.
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code_samples:
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- AnimationPlayed
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type: Animation
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tags:
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- ReadOnly
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- NotReplicated
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deprecation_message: ''
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security:
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read: None
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write: None
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thread_safety: ReadSafe
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category: Data
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serialization:
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can_load: false
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can_save: false
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capabilities:
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- Animation
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- name: AnimationTrack.IsPlaying
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summary: |
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A read-only property that returns true when the `Class.AnimationTrack` is
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playing.
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description: |
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A read-only property that returns true when the `Class.AnimationTrack` is
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playing.
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This property can be used to check if an animation is already playing
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before playing it (as that would cause it to restart). If you want to
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obtain all playing `Class.AnimationTrack|AnimationTracks` on an
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`Class.Animator` or a `Class.Humanoid`, they should use
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`Class.Animator:GetPlayingAnimationTracks()`
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code_samples:
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- AnimationTrack-IsPlaying
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type: boolean
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tags:
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- ReadOnly
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- NotReplicated
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deprecation_message: ''
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security:
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read: None
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write: None
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thread_safety: ReadSafe
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category: Data
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serialization:
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can_load: false
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can_save: false
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capabilities:
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- Animation
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- name: AnimationTrack.Length
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summary: |
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A read-only property that returns the length (in seconds) of an
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`Class.AnimationTrack`. This will return `0` until the animation has fully
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loaded and thus may not be immediately available.
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description: |
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A read-only property that returns the length (in seconds) of an
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`Class.AnimationTrack`. This will return `0` until the animation has fully
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loaded and thus may not be immediately available.
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When the `Class.AnimationTrack.Speed` of an `Class.AnimationTrack` is
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equal to `1`, the animation will take `Class.AnimationTrack.Length` (in
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seconds) to complete.
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code_samples:
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- Animation-Speed-2
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type: float
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tags:
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- ReadOnly
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- NotReplicated
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deprecation_message: ''
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security:
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read: None
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write: None
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thread_safety: ReadSafe
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category: Data
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serialization:
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can_load: false
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can_save: false
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capabilities:
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- Animation
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- name: AnimationTrack.Looped
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summary: |
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Sets whether the animation will repeat after finishing. If it is changed
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while playing the result will take effect after the animation finishes.
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description: |
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This property sets whether the animation will repeat after finishing. If
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it is changed while playing the result will take effect after the
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animation finishes.
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This property defaults to how it was set in the
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[Animation Editor](../../../animation/editor.md). However, this property
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can be changed, allowing control over the `Class.AnimationTrack` while it
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is running. This property also correctly handles animations played in
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reverse (negative `Class.AnimationTrack.Speed`). After the first keyframe
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is reached, it will restart at the last keyframe.
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code_samples:
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- Animation-Looping
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- AnimationTrack-DidLoop
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type: boolean
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tags: []
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deprecation_message: ''
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security:
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read: None
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write: None
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thread_safety: ReadSafe
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category: Data
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serialization:
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can_load: false
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can_save: false
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capabilities:
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- Animation
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- name: AnimationTrack.Priority
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summary: |
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Sets the priority of an `Class.AnimationTrack`. Depending on what this is
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set to, playing multiple animations at once will look to this property to
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figure out which `Class.Keyframe` `Class.Pose|Poses` should be played over
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one another.
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description: |
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This property sets the priority of an `Class.AnimationTrack`. Depending on
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what this is set to, playing multiple animations at once will look to this
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property to figure out which `Class.Keyframe` poses should be played over
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one another. It uses `Enum.AnimationPriority` which has 7 priority levels:
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1. `Enum.AnimationPriority|Action4` (highest priority)
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2. `Enum.AnimationPriority|Action3`
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3. `Enum.AnimationPriority|Action2`
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4. `Enum.AnimationPriority|Action`
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5. `Enum.AnimationPriority|Movement`
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6. `Enum.AnimationPriority|Idle`
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7. `Enum.AnimationPriority|Core` (lowest priority)
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Properly set animation priorities, either through the
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[Animation Editor](../../../animation/editor.md) or through this property,
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allow multiple animations to be played without them clashing. Where two
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playing animations direct the target to move the same limb in different
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ways, the `Class.AnimationTrack` with the highest priority will show. If
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both animations have the same priority, the weights of the tracks will be
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used to combine the animations.
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code_samples: []
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type: AnimationPriority
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tags: []
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deprecation_message: ''
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security:
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read: None
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write: None
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thread_safety: ReadSafe
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category: Data
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serialization:
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can_load: true
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can_save: true
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capabilities:
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- Animation
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- name: AnimationTrack.Speed
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summary: |
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Read-only property that gives the current playback speed of the
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`Class.AnimationTrack`.
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description: |
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This read-only property gives the current playback speed of the
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`Class.AnimationTrack`. When equal to `1`, the amount of time an animation
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takes to complete is equal to `Class.AnimationTrack.Length`, in seconds.
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If the speed is adjusted through `Class.AnimationTrack:AdjustSpeed()`, the
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actual time it will take a track to play can be computed by dividing the
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length by the speed. Speed is a unitless quantity.
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code_samples:
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- Animation-Speed
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- Animation-Speed-2
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type: float
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tags:
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- ReadOnly
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- NotReplicated
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deprecation_message: ''
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security:
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read: None
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write: None
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thread_safety: ReadSafe
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category: Data
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serialization:
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can_load: false
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can_save: false
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capabilities:
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- Animation
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- name: AnimationTrack.TimePosition
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summary: |
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Returns the position in time in seconds that an `Class.AnimationTrack` is
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through playing its source animation. Can be set to make the track jump to
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a specific moment in the animation.
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description: |
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Returns the position in time in seconds that an `Class.AnimationTrack` is
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through playing its source animation. Can be set to make the track jump to
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a specific moment in the animation, but the `Class.AnimationTrack` must be
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playing to do so. It can also be used in combination with
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`Class.AnimationTrack:AdjustSpeed()` to freeze the animation at a desired
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point by setting speed to `0`.
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code_samples:
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- Animation-TimePosition
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type: float
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tags:
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- NotReplicated
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deprecation_message: ''
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security:
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read: None
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write: None
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thread_safety: ReadSafe
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category: Data
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serialization:
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can_load: true
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can_save: false
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capabilities:
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- Animation
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- name: AnimationTrack.WeightCurrent
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summary: |
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Read-only property that gives the current weight of the
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`Class.AnimationTrack`.
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description: |
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When weight is set in an `Class.AnimationTrack` it does not change
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instantaneously but moves from `Class.AnimationTrack.WeightCurrent` to
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`Class.AnimationTrack.WeightTarget`. The time it takes to do this is
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determined by the `fadeTime` parameter given when the animation is played,
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or the weight is adjusted.
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`Class.AnimationTrack.WeightCurrent` can be checked against
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`Class.AnimationTrack.WeightTarget` to see if the desired weight has been
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reached. Note that these values should not be checked for equality with
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the `==` operator, as both of these values are floats. To see if
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`Class.AnimationTrack.WeightCurrent` has reached the target weight, it is
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recommended to see if the distance between those values is sufficiently
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small.
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code_samples:
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- AnimationWeight
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type: float
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tags:
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- ReadOnly
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- NotReplicated
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deprecation_message: ''
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security:
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read: None
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write: None
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thread_safety: ReadSafe
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category: Data
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serialization:
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can_load: false
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can_save: false
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capabilities:
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- Animation
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- name: AnimationTrack.WeightTarget
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summary: |
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Read-only property that gives the current weight of the
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`Class.AnimationTrack`.
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description: |
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This read-only property gives the current weight of the
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`Class.AnimationTrack`. It has a default value of `1` and is set when
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`Class.AnimationTrack:Play()`, `Class.AnimationTrack:Stop()` or
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`Class.AnimationTrack:AdjustWeight()` is called. When weight is set in an
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`Class.AnimationTrack` it does not change instantaneously but moves from
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`Class.AnimationTrack.WeightCurrent` to
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`Class.AnimationTrack.WeightTarget`. The time it takes to do this is
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determined by the `fadeTime` parameter given when the animation is played,
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or the weight is adjusted.
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`Class.AnimationTrack.WeightCurrent` can be checked against
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`Class.AnimationTrack.WeightTarget` to see if the desired weight has been
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reached. Note that these values should not be checked for equality with
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the `==` operator, as both of these values are floats. To see if
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`Class.AnimationTrack.WeightCurrent` has reached the target weight, it is
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recommended to see if the distance between those values is sufficiently
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small.
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code_samples:
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- AnimationWeight
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type: float
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tags:
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- ReadOnly
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- NotReplicated
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deprecation_message: ''
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security:
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read: None
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write: None
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thread_safety: ReadSafe
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category: Data
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serialization:
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can_load: false
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can_save: false
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capabilities:
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- Animation
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methods:
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- name: AnimationTrack:AdjustSpeed
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summary: |
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Changes the `Class.AnimationTrack.Speed` of an animation. A positive value
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for speed plays the animation forward, a negative one plays it backwards,
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and `0` pauses it.
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description: |
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This method changes the `Class.AnimationTrack.Speed` of an animation. A
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positive value for speed plays the animation forward, a negative one plays
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it backwards, and `0` pauses it.
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A track's initial speed is set as a parameter in
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`Class.AnimationTrack:Play()`. However a track's
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`Class.AnimationTrack.Speed` can be changed during playback using this
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method. When speed is equal to `1`, the amount of time an animation takes
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to complete is equal to `Class.AnimationTrack.Length` (in seconds).
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When is adjusted, then the actual time it will take a track to play can be
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computed by dividing the length by the speed. `Class.AnimationTrack.Speed`
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is a unitless quantity.
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code_samples:
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- Animation-Speed-2
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- Animation-Speed
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parameters:
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- name: speed
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type: float
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default: 1
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summary: |
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The playback speed the animation is to be changed to.
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returns:
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- type: ()
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summary: ''
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tags:
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- CustomLuaState
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deprecation_message: ''
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security: None
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thread_safety: Unsafe
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capabilities:
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- Animation
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- name: AnimationTrack:AdjustWeight
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summary: |
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Changes the weight of an animation, with the optional `fadeTime` parameter
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determining how long it takes for `Class.AnimationTrack.WeightCurrent` to
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reach `Class.AnimationTrack.WeightTarget`.
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description: |
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Changes the weight of an animation, with the optional `fadeTime` parameter
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determining how long it takes for `Class.AnimationTrack.WeightCurrent` to
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reach `Class.AnimationTrack.WeightTarget`.
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When weight is set in an `Class.AnimationTrack` it does not change
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instantaneously but moves from `Class.AnimationTrack.WeightCurrent` to
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`Class.AnimationTrack.WeightTarget`. The time it takes to do this is
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determined by the `fadeTime` parameter given when the animation is played,
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or the weight is adjusted.
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The animation weighting system is used to determine how
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`Class.AnimationTrack|AnimationTracks` playing at the same priority are
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blended together. The default weight is `1`, and no movement will be
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visible on an `Class.AnimationTrack` with a weight of `0`. The pose that
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is shown at any point in time is determined by the weighted average of all
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the `Class.Pose|Poses` and the `Class.AnimationTrack.WeightCurrent` of
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each `Class.AnimationTrack`. See below for an example of animation
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blending in practice. In most cases blending animations is not required
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and using `Class.AnimationTrack.Priority` is more suitable.
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code_samples:
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- AnimationTrack-Change-Weight
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parameters:
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- name: weight
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type: float
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default: 1
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summary: |
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The weight the animation is to be changed to.
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- name: fadeTime
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type: float
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default: 0.100000001
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summary: |
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The duration of time that the animation will fade between the old
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weight and the new weight for.
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returns:
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- type: ()
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summary: ''
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tags:
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- CustomLuaState
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deprecation_message: ''
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security: None
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thread_safety: Unsafe
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capabilities:
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- Animation
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- name: AnimationTrack:GetMarkerReachedSignal
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summary: |
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Returns an `Datatype.RBXScriptSignal` (event) that fires when a specified
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`Class.KeyframeMarker` has been hit in an `Class.Animation|animation`.
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description: |
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This method returns an `Datatype.RBXScriptSignal` (event) similar to the
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`Class.AnimationTrack.KeyframeReached` event, except it only fires when a
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specified `Class.KeyframeMarker` has been hit in an
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`Class.Animation|animation`. The difference allows for greater control of
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when the event will fire.
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To learn more about using this method, see
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[here](../../../animation/events.md).
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#### See Also
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- `Class.KeyframeMarker`
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- `Class.AnimationTrack`, controls the playback of an animation on a
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`Class.Humanoid` or `Class.AnimationController`
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- `Class.Keyframe`, holds the `Class.Pose|Poses` applied to joints in a
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`Class.Model` at a given point of time in an animation
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- `Class.Keyframe:AddMarker()`
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- `Class.Keyframe:RemoveMarker()`
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- `Class.Keyframe:GetMarkers()`
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code_samples:
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- listening-to-keyframemarkers
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parameters:
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- name: name
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type: string
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default:
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summary: |
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The name of the `Class.KeyframeMarker` the signal is being created
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for. Not to be confused with the name of the `Class.Keyframe`.
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returns:
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- type: RBXScriptSignal
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summary: |
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The signal created and fired when the animation reaches the created
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`Class.KeyframeMarker`.
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tags: []
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deprecation_message: ''
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security: None
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thread_safety: Unsafe
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capabilities:
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- Animation
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- name: AnimationTrack:GetParameter
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summary: ''
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description: ''
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code_samples: []
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parameters:
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- name: key
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type: string
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default:
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summary: ''
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returns:
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- type: Variant
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summary: ''
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tags: []
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deprecation_message: ''
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security: None
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thread_safety: Unsafe
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capabilities:
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- Animation
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- name: AnimationTrack:GetParameterDefaults
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summary: ''
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description: ''
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code_samples: []
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parameters: []
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returns:
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- type: Dictionary
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summary: ''
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tags: []
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deprecation_message: ''
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security: None
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thread_safety: Unsafe
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capabilities:
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- Animation
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- name: AnimationTrack:GetTargetInstance
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summary: ''
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description: ''
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code_samples: []
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parameters:
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- name: name
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type: string
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default:
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summary: ''
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returns:
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- type: Instance
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summary: ''
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tags: []
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deprecation_message: ''
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security: None
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thread_safety: Unsafe
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capabilities:
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- Animation
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- name: AnimationTrack:GetTargetNames
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summary: ''
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description: ''
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code_samples: []
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parameters: []
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returns:
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- type: Array
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summary: ''
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tags: []
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deprecation_message: ''
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security: None
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thread_safety: Unsafe
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capabilities:
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- Animation
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- name: AnimationTrack:GetTimeOfKeyframe
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summary: |
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Returns the time position of the first `Class.Keyframe` of the given name
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in an `Class.AnimationTrack`.
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description: |
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Returns the time position of the first `Class.Keyframe` of the given name
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in an `Class.AnimationTrack`. If multiple `Class.Keyframe|Keyframes` share
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the same name, it will return the earliest one in the animation.
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This method will return an error if it is uses with an invalid keyframe
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name (one that does not exist for example) or if the underlying
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`Class.Animation` has not yet loaded. To address this make sure only
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correct keyframe names are used and the animation has loaded before
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calling this method.
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To check if the animation has loaded, verify that the
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`Class.AnimationTrack.Length` is greater than zero.
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code_samples:
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- Animation-GetTimeOfKeyframe
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parameters:
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- name: keyframeName
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type: string
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default:
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summary: |
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The name associated with the `Class.Keyframe` to be found.
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returns:
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- type: double
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summary: |
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The time, in seconds, the `Class.Keyframe` occurs at normal playback
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speed.
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tags: []
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deprecation_message: ''
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security: None
|
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thread_safety: Unsafe
|
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capabilities:
|
|
- Animation
|
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- name: AnimationTrack:Play
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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:
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- name: fadeTime
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|
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: []
|