What's New in Director 8.5 > Working with Models and Model Resources > Animation modifiers > Bones player properties

 

Bones player properties

Use these properties to work with bones animations:

Property

Access

Description

Default

whichModel.bonesPlayer.playing

Get

TRUE (1)= playing; FALSE (0)= paused.

TRUE (1)

whichModel.bonesPlayer.playList

Get

A linear list of property lists, where each property list yields the parameters for the currently playing and queued animations. For example, [[#name: "Walk_rt_turn", #loop: 0, #startTime: 0, #endTime: 4000, #scale: 1.0000], [#name: "Walk", #loop: 1, #startTime: 0, #endTime: -1, #scale: 1.0000]].

Empty list []

whichModel.bonesPlayer.currentTime

Get and set

Current local time of motion at the top of the play list, in milliseconds. The motion's duration property tells you how long the animation lasts.

0

whichModel.bonesPlayer.playRate

Get and set

A value indicating how quickly or slowly to play back the motion. For example, a value of 2.0 doubles the speed of the motion; a value of 0.5 halves the speed of the motion. This value is multiplied by the value of the playRate parameter of the play or queue command.

1.0

whichModel.bonesPlayer.playList.count

Get

Current linear list of property lists, with each property list containing the name of a motion and its playback properties.

0

whichModel.bonesPlayer.rootLock

Get and set

TRUE means the model's root bone remains at its current position. The root bone is the central bone from which all other bones branch. If this property is set to TRUE during a walking motion, the model appears to walk in place.

FALSE

whichModel.bonesPlayer.currentLoopState

Get and set

A value of TRUE means the top motion in the play list loops. A value of FALSE turns off looping for the motion at the top of the play list.

FALSE

whichModel.bonesPlayer.

blendTime

Get and set

Length in milliseconds of the period when blending takes place between motions. The blendTime property is linked to motion duration. Motion blending is disabled if blendTime = 0 and autoBlend = TRUE.

500

whichModel.bonesPlayer.autoBlend

Get and set

If TRUE, automatic linear blending (from 0.0 to 100.0) is applied over the blend time. Otherwise, blendTime is ignored, and the amount of blending is user-determined by the blendFactor property.

TRUE (1)

whichModel.bonesPlayer.blendFactor

Get and set

The degree of blending between motions, expressed as a floating-point value between 0.0 and 100.0.

A value of 0.0 uses all the previous motion. A value of 100.0 uses all of the next motion in the play list.

The blend factor can be changed frame by frame to create custom blending effects.

0

whichModel.bonesPlayer.bone[boneID]transform

Get and set

A transform relative to the parent bone. You can get and set the entire transform, but you can't call any methods of this property.

Depends on the bone

whichModel.bonesPlayer.bone[boneID]worldTransform

Get and set

A transform relative to the world coordinates. You can get and set the entire transform to move a bone.

Depends on the bone

whichModel.bonesPlayer.positionReset

Get and set

TRUE (1) = object returns to starting position at end of animation.

FALSE (0) = object remains at final animation position after motion completes.

TRUE (1)

whichModel.bonesPlayer.rotationReset

Get and set

Normally a model snaps back to its original rotation after a motion finishes playing. This property maintains any or all of the rotational changes after playing is complete.

The values are as follows:

#none

#x

#y

#z

#xy

#xz

#all

#all

whichModel.bonesPlayer.lockTranslation

Get and set

Defines the axis of translation to ignore when playing back a motion.

The values are as follows:

#none

#x

#y

#z

#xy

#xz

#all

To keep a model locked to a ground plane with the top pointing along the Z axis, set lockTranslation to #z.

lockTranslation = #all is equivalent to rootLock = TRUE (1).

#none