ModelAnimation

external class ModelAnimation(source)
Create animations by calling [ModelAnimationCollection.add]. Do not call the constructor directly.

An active animation derived from a glTF asset. An active animation is an animation that is either currently playing or scheduled to be played due to being added to a model's ModelAnimationCollection. An active animation is an instance of an animation; for example, there can be multiple active animations for the same glTF animation, each with a different start time.

See also

Properties

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If this is defined, it will be used to compute the local animation time instead of the scene's time.

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The delay, in seconds, from ModelAnimation.startTime to start playing.

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Determines if and how the animation is looped.

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Values greater than 1.0 increase the speed that the animation is played relative to the scene clock speed; values less than 1.0 decrease the speed. A value of 1.0 plays the animation at the speed in the glTF animation mapped to the scene clock speed. For example, if the scene is played at 2x real-time, a two-second glTF animation will play in one second even if multiplier is 1.0.

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The name that identifies this animation in the model, if it exists.

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When true, the animation is removed after it stops playing. This is slightly more efficient that not removing it, but if, for example, time is reversed, the animation is not played again.

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When true, the animation is played in reverse.

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The event fired when this animation is started. This can be used, for example, to play a sound or start a particle system, when the animation starts.

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The scene time to start playing this animation. When this is undefined, the animation starts at the next frame.

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The event fired when this animation is stopped. This can be used, for example, to play a sound or start a particle system, when the animation stops.

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The scene time to stop playing this animation. When this is undefined, the animation is played for its full duration and perhaps repeated depending on ModelAnimation.loop.

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The event fired when on each frame when this animation is updated. The current time of the animation, relative to the glTF animation time span, is passed to the event, which allows, for example, starting new animations at a specific time relative to a playing animation.