GetAnimationAttributes
From GECK
A function added by the kNVSE Plugin.
Contents
Description
Retrieves attributes and information for the specified animation sequence as a String Map. When called on an actor, retrieves additional data such as the state, current offset, calculated time relative to the actor if it has been played on him.
Syntax
reference.GetAnimationAttributes anim sequence path:string
Example
array_var mAttributes = GetAnimationAttributes "Characters\Dance.kf" Print mAttributes->sequenceName
Attributes
- "accumRootName" - "animGroupId" - "sequenceType" - "keyType" - "animGroupName" - "sequenceName" - "seqWeight" - "cycleType" - "frequency" - "beginKeyTime" - "endKeyTime" - "textKeyTimes" - "textKeyValues"
When called on an actor, additionally these attributes are returned:
- "lastTime" - "weightedLastTime" - "lastScaledTime" - "state" - "offset" - "startTime" - "endTime" - "calculatedTime" - "multiplier"
Enum Values
State
kState_Inactive = 0, kState_Animating = 1, kState_EaseIn = 2, kState_EaseOut = 3, kState_TransSource = 4, kState_TransDest = 5, kState_MorphSource = 6
Sequence Type
kSequence_None = -1, kSequence_Idle = 0, kSequence_Movement = 1, kSequence_LeftArm = 2, kSequence_LeftHand = 3, kSequence_Weapon = 4, kSequence_WeaponUp = 5, kSequence_WeaponDown = 6, kSequence_SpecialIdle = 7,
Cycle Type
kCycle_Loop = 0, kCycle_Reverse = 1, kCycle_Clamp = 2,
Key Type
kAnimKeyType_ClampSequence = 0, kAnimKeyType_LoopingSequenceOrAim = 1, kAnimKeyType_SpecialIdle = 2, kAnimKeyType_Equip = 3, kAnimKeyType_Unequip = 4, kAnimKeyType_Attack = 5, kAnimKeyType_PowerAttackOrPipboy = 6, kAnimKeyType_AttackThrow = 7, kAnimKeyType_PlaceMine = 8, kAnimKeyType_SpinAttack = 9, kAnimKeyType_LoopingReload = 10,