DX11 SET OBJECT ANIMATION

Sets the current animation to be used by the specified object.
This function is also used to change animations in realtime, at which time the transitionTime parameter can be used to
interpolate between the two animations in order to make the transition more seamless.
Animations can be set for the whole object (all of its bones / joints, represented as Limbs) or just some of them. This can
be used to combine different animations on different parts of an object such as swinging a sword while running.
While animations can be set to other objects than those they were imported from, doing so will most likely cause pretty
bad distortions unless the limb hierarchies and vertex weighting match between the two objects.

  Syntax
DX11 SET OBJECT ANIMATION obj, anim, loop, [transitionTime], [limb], [ignoreChildren]
  Parameters
obj
Dword
The object for which to set the animation.
anim
Dword
The animation to set for the object.
loop
Boolean
Set to true to set the animation to loop or false to just play it once. This setting has no effect if the previous animation on the given object is not currently playing.
[Optional] transitionTime
Dword
Will interpolate between the last and the new animation for this many milliseconds to smooth the transition. Set to zero to change to the new animation immediately. Defaults to 100.
[Optional] limb
Dword
Set to the limb (joint / bone) of the object to apply the animation to. Defaults to the root node if omitted / set to null.
[Optional] ignoreChildren
Boolean
If set, only the specified limb will have its animation changed. Defaults to false in which case the specified limb and all its children will be set to the given animation.

  Returns

This function does not return a value.

  See also

ANIMATION Functions Menu
DX11 Function Categories