Axiom 3D Rendering Engine
Axiom.Animating Namespace
NamespacesAxiom.Animating

[Missing <summary> documentation for "N:Axiom.Animating"]

Declaration Syntax
C#Visual Basic
namespace Axiom.Animating
Namespace Axiom.Animating
Types
All TypesClassesStructuresInterfacesEnumerations
IconTypeDescription
AnimableType

AnimableValue
Defines an object property which is animable, ie may be keyframed.

Animation
An animation sequence.

AnimationState
Represents the state of an animation and the weight of it's influence.

AnimationStateSet
Represents the state of an animation and the weight of it's influence.

AnimationTrack
A 'track' in an animation sequence, ie a sequence of keyframes which affect a certain type of object that can be animated.

AttachmentPoint
Bone
A bone in a skeleton.

IAnimableObject
Defines an interface to classes which have one or more AnimableValue instances to expose.

InterpolationMode
Types of interpolation used in animation.

KeyFrame
A key frame in an animation sequence defined by an AnimationTrack.

NodeAnimationTrack
NumericAnimationTrack
NumericKeyFrame
Specialised KeyFrame which stores any numeric value.

Pose
A pose is a linked set of vertex offsets applying to one set of vertex data.

PoseRef
Reference to a pose at a given influence level

RotationInterpolationMode
The types of rotational interpolation available.

SkeletalAnimBlendMode
Used to specify how animations are applied to a skeleton.

Skeleton
A collection of Bone objects used to animate a skinned mesh.

SkeletonInstance
A SkeletonInstance is a single instance of a Skeleton used by a world object.

SkeletonManager
Summary description for SkeletonManager.

TagPoint
A tagged point on a skeleton, which can be used to attach entities to on specific other entities.

TransformKeyFrame
Specialised KeyFrame which stores a full transform.

VertexAnimationTargetMode
Do we do vertex animation in hardware or software?

VertexAnimationTrack
VertexAnimationType
Types of vertex animations

VertexBoneAssignment
Records the assignment of a single vertex to a single bone with the corresponding weight.

VertexBoneAssignmentWeightComparer
VertexDataBindChoice
Identify which vertex data we should be sending to the renderer

VertexMorphKeyFrame
VertexPoseKeyFrame