r3animtr
real/layer/r3animtr.h
r3layer
Animator Class
r3Model
R3CLID_MODEL
r3Animator
R3CLID_ANIMATOR - 87
RENDERFRAME, PLAYTOEND, JUMP, STOP, ISPLAYING, ADVANCETIME, NEXTFRAME, PREVFRAME, REWIND, TRANSFORMTIMELINES, PLAY, PLAYTOBEGINNING, JUMPTOEND, private_a, DOSYNC, FRAMETOTIME, TIMETOFRAME,
PrimLayer, ModifyLayer, MatLayer, Frames, CurrentFrame, FrameStep, CurrentTime, FieldRendering, MotionBlur, MotionSamples, CurrentField, CurrentSample, FramesPerSecond, CurrentSeconds, PlayLoop, ImageEffectLayer, ParticleEffectLayer, Seconds, AddKeyTolerance, EnableSimulations, AnimMaterials, AnimImageEffects, AnimParticleEffects, RewindObj, RewindMth, RewindData, StartPlayMth, LastFrameInSeconds, PlayRange, RangeFirstFrame, RangeLastFrame, AnimImages, ImageLayer, FieldShiftUp, FieldLaceUp, RangeStartSeconds, RangeEndSeconds, AutoRewind, RealTime, AsyncExecutor, FPS, ExposureFactor,
R3ARM_RENDERFRAME
RENDERFRAME
R3ARM_RENDERFRAME
obj.RENDERFRAME();
Render the current frame / field / sample.
R3ARM_PLAYTOEND
PLAYTOEND
R3ARM_PLAYTOEND
obj.PLAYTOEND();
Play the animation to the end.
R3ARM_JUMP
JUMP
R3ARM_JUMP
obj.JUMP();
Jump to the current target time specified by attributes R3ARA_CurrentFrame, R3ARA_CurrentField, R3ARA_CurrentSample.
R3ARM_STOP
STOP
R3ARM_STOP
obj.STOP();
Stop animation.
R3ARM_ISPLAYING
ISPLAYING
R3ARM_ISPLAYING
R3INT, 1 if running forward, -1 if running backward, 0 if not running.
rc = obj.ISPLAYING();
Check if animation is running.
R3ARM_ADVANCETIME
ADVANCETIME
R3ARM_ADVANCETIME
obj.ADVANCETIME();
Advance time by one frame using the current frame / field / sample resolution.
R3ARM_NEXTFRAME
NEXTFRAME
R3ARM_NEXTFRAME
obj.NEXTFRAME();
Step animation forward by one frame.
R3ARM_PREVFRAME
PREVFRAME
R3ARM_PREVFRAME
obj.PREVFRAME();
Step animation backwards by one frame.
R3ARM_REWIND
REWIND
R3ARM_REWIND
obj.REWIND();
Rewind animation back to the first frame.
R3ARM_TRANSFORMTIMELINES
TRANSFORMTIMELINES
R3ARM_TRANSFORMTIMELINES
obj.TRANSFORMTIMELINES();
Rewind animation.
R3ARM_PLAY
PLAY
R3ARM_PLAY
obj.PLAY();
Play the animation to current target time using the current frame / field / sample resolution. * The target time is given through attributes R3ARA_CurrentFrame, R3ARA_CurrentField, R3ARA_CurrentSample.
R3ARM_PLAYTOBEGINNING
PLAYTOBEGINNING
R3ARM_PLAYTOBEGINNING
obj.PLAYTOBEGINNING();
Play the animation to the beginning of time (reversed play)
R3ARM_JUMPTOEND
JUMPTOEND
R3ARM_JUMPTOEND
obj.JUMPTOEND();
Jump animation to the last frame
R3ARM_private_a
private_a
R3ARM_private_a
obj.private_a();
Internal method to sync. to real time. Don't call directly.
R3ARM_DOSYNC
DOSYNC
R3ARM_DOSYNC
obj.DOSYNC();
Internal, don't call directly
R3ARM_FRAMETOTIME
FRAMETOTIME
R3ARM_FRAMETOTIME
R3INT, frame
R3FLOAT, time
obj.FRAMETOTIME(p1, p3);
Convert frame to time (seconds)
R3ARM_TIMETOFRAME
TIMETOFRAME
R3ARM_TIMETOFRAME
R3FLOAT, time
R3INT*, frame
obj.TIMETOFRAME(p1, p3);
Convert time to frame
PrimLayer
PrimLayer
R3ARA_PrimLayer
Object
R3OBJ*
geometric objects
jsobj.SetPrimLayer(value);
R3OBJ* value = ...;
R3SetAttrs(r3obj, R3ARA_PrimLayer, value, R3TAG_END);
ModifyLayer
ModifyLayer
R3ARA_ModifyLayer
Object
R3OBJ*
modify layer
jsobj.SetModifyLayer(value);
R3OBJ* value = ...;
R3SetAttrs(r3obj, R3ARA_ModifyLayer, value, R3TAG_END);
MatLayer
MatLayer
R3ARA_MatLayer
Object
R3OBJ*
material objects
jsobj.SetMatLayer(value);
R3OBJ* value = ...;
R3SetAttrs(r3obj, R3ARA_MatLayer, value, R3TAG_END);
Frames
Frames
R3ARA_Frames
Integer
R3INT
total number of frames
jsobj.SetFrames(value);
value = jsobj.GetFrames();
R3INT value = ...;
R3SetAttrs(r3obj, R3ARA_Frames, value, R3TAG_END);
R3INT value;
R3GetAttrs(r3obj, R3ARA_Frames, &value, R3TAG_END);
CurrentFrame
CurrentFrame
R3ARA_CurrentFrame
Integer
R3INT
current frame 0, ... Frames
jsobj.SetCurrentFrame(value);
value = jsobj.GetCurrentFrame();
R3INT value = ...;
R3SetAttrs(r3obj, R3ARA_CurrentFrame, value, R3TAG_END);
R3INT value;
R3GetAttrs(r3obj, R3ARA_CurrentFrame, &value, R3TAG_END);
FrameStep
FrameStep
R3ARA_FrameStep
Number
R3FLOAT
read only, true interval between subsequent frames
jsobj.SetFrameStep(value);
value = jsobj.GetFrameStep();
R3FLOAT value = ...;
R3SetAttrs(r3obj, R3ARA_FrameStep, value, R3TAG_END);
R3FLOAT value;
R3GetAttrs(r3obj, R3ARA_FrameStep, &value, R3TAG_END);
CurrentTime
CurrentTime
R3ARA_CurrentTime
Number
R3FLOAT
0 ... 1, current time
jsobj.SetCurrentTime(value);
value = jsobj.GetCurrentTime();
R3FLOAT value = ...;
R3SetAttrs(r3obj, R3ARA_CurrentTime, value, R3TAG_END);
R3FLOAT value;
R3GetAttrs(r3obj, R3ARA_CurrentTime, &value, R3TAG_END);
FieldRendering
FieldRendering
R3ARA_FieldRendering
Boolean
R3BOOL
set true for field rendering
jsobj.SetFieldRendering(value);
value = jsobj.GetFieldRendering();
R3BOOL value = ...;
R3SetAttrs(r3obj, R3ARA_FieldRendering, value, R3TAG_END);
R3BOOL value;
R3GetAttrs(r3obj, R3ARA_FieldRendering, &value, R3TAG_END);
MotionBlur
MotionBlur
R3ARA_MotionBlur
Boolean
R3BOOL
set true for motion blur
jsobj.SetMotionBlur(value);
value = jsobj.GetMotionBlur();
R3BOOL value = ...;
R3SetAttrs(r3obj, R3ARA_MotionBlur, value, R3TAG_END);
R3BOOL value;
R3GetAttrs(r3obj, R3ARA_MotionBlur, &value, R3TAG_END);
MotionSamples
MotionSamples
R3ARA_MotionSamples
Integer
R3INT
antialiasing depth over time for motion blur
jsobj.SetMotionSamples(value);
value = jsobj.GetMotionSamples();
R3INT value = ...;
R3SetAttrs(r3obj, R3ARA_MotionSamples, value, R3TAG_END);
R3INT value;
R3GetAttrs(r3obj, R3ARA_MotionSamples, &value, R3TAG_END);
CurrentField
CurrentField
R3ARA_CurrentField
Integer
R3INT
0 for even, 1 for odd frames, read only
jsobj.SetCurrentField(value);
value = jsobj.GetCurrentField();
R3INT value = ...;
R3SetAttrs(r3obj, R3ARA_CurrentField, value, R3TAG_END);
R3INT value;
R3GetAttrs(r3obj, R3ARA_CurrentField, &value, R3TAG_END);
CurrentSample
CurrentSample
R3ARA_CurrentSample
Integer
R3INT
current motion blur sample
jsobj.SetCurrentSample(value);
value = jsobj.GetCurrentSample();
R3INT value = ...;
R3SetAttrs(r3obj, R3ARA_CurrentSample, value, R3TAG_END);
R3INT value;
R3GetAttrs(r3obj, R3ARA_CurrentSample, &value, R3TAG_END);
FramesPerSecond
FramesPerSecond
R3ARA_FramesPerSecond
Integer
R3INT
frames per second
jsobj.SetFramesPerSecond(value);
value = jsobj.GetFramesPerSecond();
R3INT value = ...;
R3SetAttrs(r3obj, R3ARA_FramesPerSecond, value, R3TAG_END);
R3INT value;
R3GetAttrs(r3obj, R3ARA_FramesPerSecond, &value, R3TAG_END);
CurrentSeconds
CurrentSeconds
R3ARA_CurrentSeconds
Number
R3FLOAT
current time in seconds
jsobj.SetCurrentSeconds(value);
value = jsobj.GetCurrentSeconds();
R3FLOAT value = ...;
R3SetAttrs(r3obj, R3ARA_CurrentSeconds, value, R3TAG_END);
R3FLOAT value;
R3GetAttrs(r3obj, R3ARA_CurrentSeconds, &value, R3TAG_END);
PlayLoop
PlayLoop
R3ARA_PlayLoop
Boolean
R3BOOL
true for loop animations
jsobj.SetPlayLoop(value);
value = jsobj.GetPlayLoop();
R3BOOL value = ...;
R3SetAttrs(r3obj, R3ARA_PlayLoop, value, R3TAG_END);
R3BOOL value;
R3GetAttrs(r3obj, R3ARA_PlayLoop, &value, R3TAG_END);
ImageEffectLayer
ImageEffectLayer
R3ARA_ImageEffectLayer
Object
R3OBJ*
image effects
jsobj.SetImageEffectLayer(value);
R3OBJ* value = ...;
R3SetAttrs(r3obj, R3ARA_ImageEffectLayer, value, R3TAG_END);
ParticleEffectLayer
ParticleEffectLayer
R3ARA_ParticleEffectLayer
Object
R3OBJ*
particle effects
jsobj.SetParticleEffectLayer(value);
R3OBJ* value = ...;
R3SetAttrs(r3obj, R3ARA_ParticleEffectLayer, value, R3TAG_END);
Seconds
Seconds
R3ARA_Seconds
Number
R3FLOAT
length of the animation in seconds (frames / frames_per_second)
jsobj.SetSeconds(value);
value = jsobj.GetSeconds();
R3FLOAT value = ...;
R3SetAttrs(r3obj, R3ARA_Seconds, value, R3TAG_END);
R3FLOAT value;
R3GetAttrs(r3obj, R3ARA_Seconds, &value, R3TAG_END);
AddKeyTolerance
AddKeyTolerance
R3ARA_AddKeyTolerance
Number
R3FLOAT
minimun time resolution
value = jsobj.GetAddKeyTolerance();
R3FLOAT value;
R3GetAttrs(r3obj, R3ARA_AddKeyTolerance, &value, R3TAG_END);
EnableSimulations
EnableSimulations
R3ARA_EnableSimulations
Boolean
R3BOOL
enable simulations
jsobj.SetEnableSimulations(value);
value = jsobj.GetEnableSimulations();
R3BOOL value = ...;
R3SetAttrs(r3obj, R3ARA_EnableSimulations, value, R3TAG_END);
R3BOOL value;
R3GetAttrs(r3obj, R3ARA_EnableSimulations, &value, R3TAG_END);
AnimMaterials
AnimMaterials
R3ARA_AnimMaterials
Boolean
R3BOOL
send time events to material layer
jsobj.SetAnimMaterials(value);
value = jsobj.GetAnimMaterials();
R3BOOL value = ...;
R3SetAttrs(r3obj, R3ARA_AnimMaterials, value, R3TAG_END);
R3BOOL value;
R3GetAttrs(r3obj, R3ARA_AnimMaterials, &value, R3TAG_END);
AnimImageEffects
AnimImageEffects
R3ARA_AnimImageEffects
Boolean
R3BOOL
send time events to image effects
jsobj.SetAnimImageEffects(value);
value = jsobj.GetAnimImageEffects();
R3BOOL value = ...;
R3SetAttrs(r3obj, R3ARA_AnimImageEffects, value, R3TAG_END);
R3BOOL value;
R3GetAttrs(r3obj, R3ARA_AnimImageEffects, &value, R3TAG_END);
AnimParticleEffects
AnimParticleEffects
R3ARA_AnimParticleEffects
Boolean
R3BOOL
send time events to particle effects
jsobj.SetAnimParticleEffects(value);
value = jsobj.GetAnimParticleEffects();
R3BOOL value = ...;
R3SetAttrs(r3obj, R3ARA_AnimParticleEffects, value, R3TAG_END);
R3BOOL value;
R3GetAttrs(r3obj, R3ARA_AnimParticleEffects, &value, R3TAG_END);
RewindObj
RewindObj
R3ARA_RewindObj
Object
R3OBJ*
some 'rewind' operations need special treatment, we can't handle
jsobj.SetRewindObj(value);
R3OBJ* value = ...;
R3SetAttrs(r3obj, R3ARA_RewindObj, value, R3TAG_END);
RewindMth
RewindMth
R3ARA_RewindMth
Integer
R3INT
jsobj.SetRewindMth(value);
R3INT value = ...;
R3SetAttrs(r3obj, R3ARA_RewindMth, value, R3TAG_END);
RewindData
RewindData
R3ARA_RewindData
String
void*
jsobj.SetRewindData(value);
void* value = ...;
R3SetAttrs(r3obj, R3ARA_RewindData, value, R3TAG_END);
StartPlayMth
StartPlayMth
R3ARA_StartPlayMth
Integer
R3INT
jsobj.SetStartPlayMth(value);
R3INT value = ...;
R3SetAttrs(r3obj, R3ARA_StartPlayMth, value, R3TAG_END);
LastFrameInSeconds
LastFrameInSeconds
R3ARA_LastFrameInSeconds
Number
R3FLOAT
jsobj.SetLastFrameInSeconds(value);
value = jsobj.GetLastFrameInSeconds();
R3FLOAT value = ...;
R3SetAttrs(r3obj, R3ARA_LastFrameInSeconds, value, R3TAG_END);
R3FLOAT value;
R3GetAttrs(r3obj, R3ARA_LastFrameInSeconds, &value, R3TAG_END);
PlayRange
PlayRange
R3ARA_PlayRange
Boolean
R3BOOL
set true for playing a range
jsobj.SetPlayRange(value);
value = jsobj.GetPlayRange();
R3BOOL value = ...;
R3SetAttrs(r3obj, R3ARA_PlayRange, value, R3TAG_END);
R3BOOL value;
R3GetAttrs(r3obj, R3ARA_PlayRange, &value, R3TAG_END);
RangeFirstFrame
RangeFirstFrame
R3ARA_RangeFirstFrame
Integer
R3INT
animation range start frame
jsobj.SetRangeFirstFrame(value);
value = jsobj.GetRangeFirstFrame();
R3INT value = ...;
R3SetAttrs(r3obj, R3ARA_RangeFirstFrame, value, R3TAG_END);
R3INT value;
R3GetAttrs(r3obj, R3ARA_RangeFirstFrame, &value, R3TAG_END);
RangeLastFrame
RangeLastFrame
R3ARA_RangeLastFrame
Integer
R3INT
animation range, end frame
jsobj.SetRangeLastFrame(value);
value = jsobj.GetRangeLastFrame();
R3INT value = ...;
R3SetAttrs(r3obj, R3ARA_RangeLastFrame, value, R3TAG_END);
R3INT value;
R3GetAttrs(r3obj, R3ARA_RangeLastFrame, &value, R3TAG_END);
AnimImages
AnimImages
R3ARA_AnimImages
Boolean
R3BOOL
enable/disable image animation
jsobj.SetAnimImages(value);
value = jsobj.GetAnimImages();
R3BOOL value = ...;
R3SetAttrs(r3obj, R3ARA_AnimImages, value, R3TAG_END);
R3BOOL value;
R3GetAttrs(r3obj, R3ARA_AnimImages, &value, R3TAG_END);
ImageLayer
ImageLayer
R3ARA_ImageLayer
Object
R3OBJ*
image objects
jsobj.SetImageLayer(value);
R3OBJ* value = ...;
R3SetAttrs(r3obj, R3ARA_ImageLayer, value, R3TAG_END);
FieldShiftUp
FieldShiftUp
R3ARA_FieldShiftUp
Boolean
R3BOOL
compute latter field above former one
jsobj.SetFieldShiftUp(value);
value = jsobj.GetFieldShiftUp();
R3BOOL value = ...;
R3SetAttrs(r3obj, R3ARA_FieldShiftUp, value, R3TAG_END);
R3BOOL value;
R3GetAttrs(r3obj, R3ARA_FieldShiftUp, &value, R3TAG_END);
FieldLaceUp
FieldLaceUp
R3ARA_FieldLaceUp
Boolean
R3BOOL
interlace latter field above former one
jsobj.SetFieldLaceUp(value);
value = jsobj.GetFieldLaceUp();
R3BOOL value = ...;
R3SetAttrs(r3obj, R3ARA_FieldLaceUp, value, R3TAG_END);
R3BOOL value;
R3GetAttrs(r3obj, R3ARA_FieldLaceUp, &value, R3TAG_END);
RangeStartSeconds
RangeStartSeconds
R3ARA_RangeStartSeconds
Number
R3FLOAT
animation range, in seconds
jsobj.SetRangeStartSeconds(value);
value = jsobj.GetRangeStartSeconds();
R3FLOAT value = ...;
R3SetAttrs(r3obj, R3ARA_RangeStartSeconds, value, R3TAG_END);
R3FLOAT value;
R3GetAttrs(r3obj, R3ARA_RangeStartSeconds, &value, R3TAG_END);
RangeEndSeconds
RangeEndSeconds
R3ARA_RangeEndSeconds
Number
R3FLOAT
animation range, in seconds
jsobj.SetRangeEndSeconds(value);
value = jsobj.GetRangeEndSeconds();
R3FLOAT value = ...;
R3SetAttrs(r3obj, R3ARA_RangeEndSeconds, value, R3TAG_END);
R3FLOAT value;
R3GetAttrs(r3obj, R3ARA_RangeEndSeconds, &value, R3TAG_END);
AutoRewind
AutoRewind
R3ARA_AutoRewind
Boolean
R3BOOL
enable/disable animation rewind
jsobj.SetAutoRewind(value);
value = jsobj.GetAutoRewind();
R3BOOL value = ...;
R3SetAttrs(r3obj, R3ARA_AutoRewind, value, R3TAG_END);
R3BOOL value;
R3GetAttrs(r3obj, R3ARA_AutoRewind, &value, R3TAG_END);
RealTime
RealTime
R3ARA_RealTime
Boolean
R3BOOL
real time play back, delays or skips frames to sync to real time
jsobj.SetRealTime(value);
value = jsobj.GetRealTime();
R3BOOL value = ...;
R3SetAttrs(r3obj, R3ARA_RealTime, value, R3TAG_END);
R3BOOL value;
R3GetAttrs(r3obj, R3ARA_RealTime, &value, R3TAG_END);
AsyncExecutor
AsyncExecutor
R3ARA_AsyncExecutor
Object
R3OBJ*
async executor
jsobj.SetAsyncExecutor(value);
R3OBJ* value = ...;
R3SetAttrs(r3obj, R3ARA_AsyncExecutor, value, R3TAG_END);
FPS
FPS
R3ARA_FPS
Number
R3FLOAT
frames per second
jsobj.SetFPS(value);
value = jsobj.GetFPS();
R3FLOAT value = ...;
R3SetAttrs(r3obj, R3ARA_FPS, value, R3TAG_END);
R3FLOAT value;
R3GetAttrs(r3obj, R3ARA_FPS, &value, R3TAG_END);
ExposureFactor
ExposureFactor
R3ARA_ExposureFactor
Number
R3FLOAT
0 < relative exposure time < 1.0
jsobj.SetExposureFactor(value);
value = jsobj.GetExposureFactor();
R3FLOAT value = ...;
R3SetAttrs(r3obj, R3ARA_ExposureFactor, value, R3TAG_END);
R3FLOAT value;
R3GetAttrs(r3obj, R3ARA_ExposureFactor, &value, R3TAG_END);