#include <PlayBackInfo.h>
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.
◆ PlayBackInfo()
EMotionFX::PlayBackInfo::PlayBackInfo |
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The constructor. Automatically initializes all members on the following default values.
Member Name - Default Value
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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.
◆ ~PlayBackInfo()
EMotionFX::PlayBackInfo::~PlayBackInfo |
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◆ m_blendInTime
float EMotionFX::PlayBackInfo::m_blendInTime |
The time, in seconds, which it will take to fully have blended to the target weight.
◆ m_blendMode
EMotionBlendMode EMotionFX::PlayBackInfo::m_blendMode |
The motion blend mode. Please read the MotionInstance::SetBlendMode(...) method for more information.
◆ m_blendOutBeforeEnded
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.
◆ m_blendOutTime
float EMotionFX::PlayBackInfo::m_blendOutTime |
The time, in seconds, which it takes to smoothly fadeout the motion, after it has been stopped playing.
◆ m_canOverwrite
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.
◆ m_clipEndTime
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.
◆ m_clipStartTime
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.
◆ m_deleteOnZeroWeight
bool EMotionFX::PlayBackInfo::m_deleteOnZeroWeight |
Set to true if you wish to delete this motion instance once it reaches a weight of 0.0.
◆ m_enableMotionEvents
bool EMotionFX::PlayBackInfo::m_enableMotionEvents |
Set to true to enable motion events, or false to disable processing of motion events for this motion instance.
◆ m_eventWeightThreshold
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.
◆ m_freezeAtLastFrame
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.
◆ m_freezeAtTime
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.
◆ m_inPlace
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.
◆ m_maxPlayTime
float EMotionFX::PlayBackInfo::m_maxPlayTime |
The maximum play time, in seconds. Set to zero or a negative value to disable it.
◆ m_mirrorMotion
bool EMotionFX::PlayBackInfo::m_mirrorMotion |
Is motion mirroring enabled or not? When set to true, the m_mirrorPlaneNormal is used as mirroring axis.
◆ m_mix
bool EMotionFX::PlayBackInfo::m_mix |
Set to true if you want this motion to mix or not.
◆ m_motionExtractionEnabled
bool EMotionFX::PlayBackInfo::m_motionExtractionEnabled |
Set to true if you want this motion to move and rotate the actor instance, otherwise set to false.
◆ m_numLoops
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.
◆ m_playMode
EPlayMode EMotionFX::PlayBackInfo::m_playMode |
The motion playback mode. This means forward or backward playback.
◆ m_playNow
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.
◆ m_playSpeed
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.
◆ m_priorityLevel
uint32 EMotionFX::PlayBackInfo::m_priorityLevel |
The priority level, the higher this value, the higher priority it has on overwriting other motions.
◆ m_retarget
bool EMotionFX::PlayBackInfo::m_retarget |
Set to true if you want to enable motion retargeting. Read the manual for more information.
◆ m_targetWeight
float EMotionFX::PlayBackInfo::m_targetWeight |
The target weight, where 1 means fully active, and 0 means not active at all.
The documentation for this class was generated from the following file:
- Gems/EMotionFX/Code/EMotionFX/Source/PlayBackInfo.h