AnimationObjectGroup

A group of objects that receives a shared animation state.

For an overview of the different elements of the Verge3D animation system see the "Animation System" article in the "Next Steps" section of the manual.

Usage:

Add objects you would otherwise pass as 'root' to the constructor or the clipAction method of AnimationMixer and instead pass this object as 'root'.

Note that objects of this class appear as one object to the mixer, so cache control of the individual objects must be done on the group.

Limitations

The animated properties must be compatible among all objects in the group.

A single property can either be controlled through a target group or directly, but not both.

Constructor

AnimationObjectGroup(obj1 : object, obj2 : object, obj3 : object, ...)

obj - an abitrary number of meshes that share the same animation state.

Properties

.stats : object

An object that contains some informations of this AnimationObjectGroup (total number, number in use, number of bindings per object)

.uuid : String

The UUID of this AnimationObjectGroup. It gets automatically assigned and shouldn't be edited.

Methods

.add (obj1 : object, obj2 : object, obj3 : object, ...) : null

Adds an arbitrary number of objects to this AnimationObjectGroup.

.remove (obj1 : object, obj2 : object, obj3 : object, ...) : null

Removes an arbitrary number of objects from this AnimationObjectGroup.

.uncache (obj1 : object, obj2 : object, obj3 : object, ...) : null

Deallocates all memory resources for the passed objects of this AnimationObjectGroup.

Source

For more info on how to obtain the source code of this module see this page.