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MotionContext

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Defined in: animation/motion.ts:135

What a driver is given to act on. drive/finished re-enter the registry, so a composite motion (a blend) delegates to its chosen child without holding the registry itself — and therefore without caring what kind that child is.

entity: number

Defined in: animation/motion.ts:137


extractRootMotion: boolean

Defined in: animation/motion.ts:182

Whether the animator is taking this motion’s root track as DISPLACEMENT. A driver that can state a root pose must then leave the root’s position and rotation out of what it samples: the same movement written to the entity and handed to the character controller moves it twice.


params: MotionParams

Defined in: animation/motion.ts:138


resolveJoint: JointResolver

Defined in: animation/motion.ts:175

The joint path names on the rig being animated. A driver goes through here rather than resolving a childPath itself: a rig with an avatar spells its joints its own way, and that translation has to reach every reader of a path or a clip drives half a skeleton.


world: World

Defined in: animation/motion.ts:136

borrowDelta(): RootMotionDelta

Defined in: animation/motion.ts:167

Borrow a displacement to combine nested ones into; hand it back.

RootMotionDelta


borrowMix(): WeightedPose[]

Defined in: animation/motion.ts:164

Borrow a list to gather weighted poses into. Its entries are reused, so a caller fills a PREFIX and passes the count on rather than truncating it.

WeightedPose[]


borrowPose(): Pose

Defined in: animation/motion.ts:158

Borrow scratch for composing nested samples; hand it back with releasePose. Pooled rather than owned by a driver, because a blend nested inside a blend samples while its parent’s scratch is still live.

Pose


drive(motion, enter): void

Defined in: animation/motion.ts:140

Play a nested motion. enter restarts it from the top.

AnimatorMotion

boolean

void


duration(motion): number

Defined in: animation/motion.ts:146

One pass of a nested motion in seconds; 0 when it does not say.

AnimatorMotion

number


events(motion, span, out): void

Defined in: animation/motion.ts:150

Append a nested motion’s events over span to out.

AnimatorMotion

MotionSpan

MotionEvent[]

void


finished(motion): boolean

Defined in: animation/motion.ts:142

Whether a nested motion has run to its end.

AnimatorMotion

boolean


loops(motion): boolean

Defined in: animation/motion.ts:148

Whether a nested motion repeats, and so never ends on its own.

AnimatorMotion

boolean


releaseDelta(delta): void

Defined in: animation/motion.ts:168

RootMotionDelta

void


releaseMix(mix): void

Defined in: animation/motion.ts:165

WeightedPose[]

void


releasePose(pose): void

Defined in: animation/motion.ts:159

Pose

void


rootDelta(motion, span, out): boolean

Defined in: animation/motion.ts:152

A nested motion’s displacement over span; false when it states none.

AnimatorMotion

MotionSpan

RootMotionDelta

boolean


sample(motion, time, pose): boolean

Defined in: animation/motion.ts:144

Sample a nested motion into pose; false when its kind cannot be sampled.

AnimatorMotion

number

Pose

boolean