Type:Animation: Difference between revisions

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edit my mistake. it is not obfuscated the source code confirms this my bad
add some clarifying factors
 
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An animation is a type that is usually wrapped by an [[Type:IAssetProvider`1|asset provider]] It does not fall under a [[Type:IWorldElement|World Element]] And cannot be stored into a field. It represents the raw asset url of an [[AnimJ]]. How animations are sampled at certain positions are determined by the type of animation file. Currently, there are only two types of animation files, [[AnimJ]] and [[AnimX]], which work the same but AnimX is encoded in raw binary.
An animation is a type that is usually wrapped by an [[Type:IAssetProvider`1|asset provider]] It does not fall under a [[Type:IWorldElement|World Element]] And cannot be stored into a field. It represents the raw asset url of an [[AnimX]] usually from an FBX or converted from [[AnimJ]]. How animations are sampled at certain positions are determined by the type of animation file. Currently, there are only two types of animation files, [[AnimJ]] and [[AnimX]], which work the same but AnimX is encoded in raw binary. AnimJ is easier to use, but converts into AnimX upon import, loosing its identity.





Latest revision as of 19:06, 14 February 2025

An animation is a type that is usually wrapped by an asset provider It does not fall under a World Element And cannot be stored into a field. It represents the raw asset url of an AnimX usually from an FBX or converted from AnimJ. How animations are sampled at certain positions are determined by the type of animation file. Currently, there are only two types of animation files, AnimJ and AnimX, which work the same but AnimX is encoded in raw binary. AnimJ is easier to use, but converts into AnimX upon import, loosing its identity.


See also: IAsset`1