reorder morph animations according to actual mesh morph targets
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@@ -229,10 +229,10 @@ abstract class FilamentController {
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FilamentEntity entity, int animationIndex);
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///
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/// Create/start a dynamic morph target animation for [asset].
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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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/// Animate the morph targets in [entity]. See [MorphTargetAnimation] for an explanation as to how to construct the animation frame data.
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/// This method will check the morph target names specified in [animation] against the morph target names that actually exist exist under [meshName] in [entity],
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/// throwing an exception if any cannot be found.
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/// It is permissible for [animation] to omit any targets that do exist under [meshName]; these simply won't be animated.
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///
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Future setMorphAnimationData(
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FilamentEntity entity, MorphAnimationData animation);
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