API Reference¶
BasicCrunchyRollAnimPlayer¶
.CreateAnimator¶
Constructs an AnimPlayer
.
BasicCrunchyRollAnimPlayer.CreateAnimator(
rig: Crunchyroll.Rig,
motor6Ds: {Motor6D}?
) -> AnimPlayer
AnimPlayer¶
Properties¶
Rig [ Rig
]¶
The crunchyroll rig that is being used.
LimbCFrames [ {[string]: CFrame} ]¶
Equal to rig.result_coordinate_frames
. The CFrames are in world space.
PlayingAnims [ {[AnimationAsset]: AnimationPlayData} ]¶
The list of currently playing animations. Imagine it as Animator:GetPlayingAnimationTracks()
. Not meant to be written into.
Methods¶
:GetLimbWorldCFrames(rootCF: CFrame)
¶
Returns self.LimbCFrames
.
:UpdateLiveLimbCFrames(rootCF: CFrame)
¶
Uses the passed Motor6Ds to update the .C1
of every limb to the current AnimPlayer.LimbCFrames
.
rootCF
should be the HumanoidRootPart.CFrame
.
:StepForward(dt: number, rootCF: CFrame, updateLiveToo: boolean?)
¶
Steps forward every animation by dt
. Stops every animation when its done, unless .Looped
is true.
:SetLimbCFramesInstantly(newLimbWorldCFrames: {[string]: CFrame}, rootCF: CFrame, updateLiveToo: boolean)
¶
Immediately sets self.LimbCFrames
to the provided newLimbWorldCFrames
table, and optionally also updates Motor6D.C1
s if updateLiveToo
is true
.
:StartPlayingAnimation(animAsset: AnimationAsset, playData: AnimationPlayData
¶
Begins playing an animation by inserting it in self.PlayingAnims
.
animAsset
can be retrieved by calling crunchyroll.load_keyframe_sequence(keyframe_sequence)
:StopPlayingAnimation(animAsset: AnimationAsset)
¶
Immediately stops playing an animation by removing it from self.PlayingAnims
.