public CreateNodeTrack ( ushort handle, |
||
handle | ushort | Handle to give the track, used for accessing the track later. |
targetNode | Node object which will be affected by this track. | |
return |
public NodeAnimationTrack CreateNodeTrack( ushort handle, Node targetNode )
{
// create a new track and set it's target
NodeAnimationTrack track = CreateNodeTrack( handle );
track.TargetNode = targetNode;
return track;
}
Animation::CreateNodeTrack ( ushort handle ) : |
protected void TransformAnimation(Matrix4 exportTransform, Animation newAnim, Animation anim, Skeleton newSkeleton) { foreach (NodeAnimationTrack track in anim.NodeTracks.Values) { NodeAnimationTrack newTrack = newAnim.CreateNodeTrack(track.Handle); Bone targetBone = (Bone)track.TargetNode; newTrack.TargetNode = newSkeleton.GetBone(targetBone.Handle); TransformTrack(exportTransform, newTrack, track, targetBone); } }