add support for multiple bone animations using quaternions
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@@ -272,12 +272,9 @@ abstract class FilamentController {
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FilamentEntity entity, MorphAnimationData animation);
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///
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/// Animates morph target weights/bone transforms (where each frame requires a duration of [frameLengthInMs].
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/// [morphWeights] is a list of doubles in frame-major format.
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/// Each frame is [numWeights] in length, and each entry is the weight to be applied to the morph target located at that index in the mesh primitive at that frame.
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/// for now we only allow animating a single bone (though multiple skinned targets are supported)
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/// Starts animating a bone (joint) according to the specified [animation].
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///
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Future setBoneAnimation(FilamentEntity entity, BoneAnimationData animation);
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Future addBoneAnimation(FilamentEntity entity, BoneAnimationData animation);
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///
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/// Sets the local joint transform for the bone at the given index in [entity] for the mesh under [meshName].
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