|
@@ -82,6 +82,35 @@ There often are situations where you want to run several animation sequences at
|
|
|
To reset a Control, call `control.clearChannels()`.
|
|
|
|
|
|
|
|
|
+=== Skeleton Control
|
|
|
+
|
|
|
+
|
|
|
+The Skeleton control deforms a model according to a skeleton. Use it to attach other geometries to your model such as clothing, weapons, accessories or a particle emitter effect. You access the control the same way as you would the AnimControl.
|
|
|
+
|
|
|
+.Control resides in the main node of your model
|
|
|
+[source,java]
|
|
|
+----
|
|
|
+
|
|
|
+SkeletonControl skeletonControl;
|
|
|
+
|
|
|
+skeletonControl = player.getControl(SkeletonControl.class);
|
|
|
+
|
|
|
+----
|
|
|
+
|
|
|
+.Control rsides somewhere other than main node
|
|
|
+[source,java]
|
|
|
+----
|
|
|
+player.depthFirstTraversal(new SceneGraphVisitorAdapter() {
|
|
|
+ @Override
|
|
|
+ public void visit(Node node) {
|
|
|
+ if (node.getControl(SkeletonControl.class) != null) {
|
|
|
+ skeletonControl = node.getControl(SkeletonControl.class);
|
|
|
+ }
|
|
|
+ }
|
|
|
+});
|
|
|
+----
|
|
|
+
|
|
|
+
|
|
|
== Animation Control Properties
|
|
|
|
|
|
The following information is available for an AnimControl.
|
|
@@ -143,6 +172,21 @@ a|Usage
|
|
|
a|getSkeleton()
|
|
|
a|The Skeleton object controlled by this Control.
|
|
|
|
|
|
+|===
|
|
|
+
|
|
|
+== Skeleton Control Properties
|
|
|
+
|
|
|
+The following information is available for an SkeletonControl.
|
|
|
+
|
|
|
+[cols="2", options="header"]
|
|
|
+|===
|
|
|
+
|
|
|
+a|SkeletonControl Property
|
|
|
+a|Usage
|
|
|
+
|
|
|
+a|getSkeleton()
|
|
|
+a|The Skeleton object controlled by this Control.
|
|
|
+
|
|
|
a|getTargets()
|
|
|
a|The Skin objects controlled by this Control, as Mesh array.
|
|
|
|
|
@@ -151,7 +195,6 @@ a|Returns the attachment node of a bone. Attach models and effects to this node
|
|
|
|
|
|
|===
|
|
|
|
|
|
-
|
|
|
== Animation Channel Properties
|
|
|
|
|
|
The following properties are set per AnimChannel.
|