Each bone should be able to have it's own key frames.
time2keyframe_maps[bone_name] -> time2keyframe_map
time2keyframe_map[seconds_since_start_of_animation] -> keyframe index's.
Depending on whether we want the animation to loop or stop at the start
or the end, we return a keyframe on either side of the time specified.
TODO: we can loop at the start of the keyframes as well as at the end.
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Methods
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GetIndicesEitherSideOfTime
Update
UpdateFromBones
__init__
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GetIndicesEitherSideOfTime
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GetIndicesEitherSideOfTime ( self, time )
time - a float
Returns the two keyframe indices either side of the time given.
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Update
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Update ( self, times )
times - a sequence of floats representing keyframes.
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UpdateFromBones
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UpdateFromBones ( self, milk_bone )
milk_bone - used to get the different times for the keyframes.
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__init__
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__init__ ( self, loop=0 )
loop - should we loop the animation back to the start once the last
keyframe has been reached?
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