Interface: SkinnedPose<TBone, TData>
What animate sees each frame, and how it poses the bones.
Type parameters
| Name | Type |
|---|---|
TBone | extends string |
TData | extends InstancedEntityData |
Properties
data
• Readonly data: TData
The latest server metadata.
deltaTime
• Readonly deltaTime: number
isBaby
• Readonly isBaby: boolean
movement
• Readonly movement: number
0 at rest, 1 while travelling, eased between.
stride
• Readonly stride: number
Walk cycle phase, radians: one full turn per stride over the ground,
paced from the legs the body actually draws, so feet never skate.
Drive leg swings with Math.sin(pose.stride) * maxSwing * pose.swing.
swing
• Readonly swing: number
Leg-swing amplitude 0..1: movement times the speed-tracked reach.
time
• Readonly time: number
World shader clock, seconds: every client poses idle motion alike.
variant
• Readonly variant: string
Methods
rotateBone
▸ rotateBone(bone, x, y?, z?): void
Rotates a bone about its pivot (radians, applied in YXZ order).
Parameters
| Name | Type |
|---|---|
bone | TBone |
x | number |
y? | number |
z? | number |
Returns
void
setBone
▸ setBone(bone, matrix): void
Sets a bone's full matrix, relative to its pivot.
Parameters
| Name | Type |
|---|---|
bone | TBone |
matrix | Matrix4 |
Returns
void