Initializes the animation
Name of the animation
Property to animate
The frames per second of the animation
The data type of the animation
Optional
loopMode: numberThe loop mode of the animation
Optional
enableBlending: booleanSpecifies if blending should be enabled
Stores the blending speed of the animation
The data type of the animation
Optional
enableSpecifies if blending should be enabled
The frames per second of the animation
Optional
loopThe loop mode of the animation
Name of the animation
Snippet ID if the animation was created from the snippet server
Property to animate
Stores an array of target property paths
Gets or sets the unique id of the animation (the uniqueness is solely among other animations)
Static
Readonly
ANIMATIONLOOPMODE_Constant Loop Mode
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Readonly
ANIMATIONLOOPMODE_Cycle Loop Mode
Static
Readonly
ANIMATIONLOOPMODE_Relative Loop Mode
Static
Readonly
ANIMATIONLOOPMODE_Yoyo Loop Mode
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Readonly
ANIMATIONTYPE_Color3 animation type
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Readonly
ANIMATIONTYPE_Color3 animation type
Static
Readonly
ANIMATIONTYPE_Float animation type
Static
Readonly
ANIMATIONTYPE_Matrix animation type
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Readonly
ANIMATIONTYPE_Quaternion animation type
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Readonly
ANIMATIONTYPE_Size animation type
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Readonly
ANIMATIONTYPE_Vector2 animation type
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Readonly
ANIMATIONTYPE_Vector3 animation type
Static
AllowUse matrix interpolation instead of using direct key value when animating matrices
Static
AllowWhen matrix interpolation is enabled, this boolean forces the system to use Matrix.DecomposeLerp instead of Matrix.Lerp. Interpolation is more precise but slower
Static
CreateCreates an animation or an array of animations from a snippet saved by the Inspector
a promise that will resolve to the new animation or a new array of animations
defines the snippet to load
Static
SnippetDefine the Url to load snippets
Specifies if any of the runtime animations are currently running
Return the array of runtime animations currently using this animation
Makes a copy of the animation
Cloned animation
Creates a key for the frame passed as a parameter and adds it to the animation IF a key doesn't already exist for that frame
The key index if the key was added or the index of the pre existing key if the frame passed as parameter already has a corresponding key
Frame number
Interpolates a scalar linearly
Interpolated scalar value
Start value of the animation curve
End value of the animation curve
Scalar amount to interpolate
Interpolates a scalar cubically
Interpolated scalar value
Start value of the animation curve
End tangent of the animation
End value of the animation curve
Start tangent of the animation curve
Scalar amount to interpolate
Defines the function to use to interpolate matrices
the interpolated matrix
defines the start matrix
defines the end matrix
defines the gradient between both matrices
Optional
result: Matrixdefines an optional target matrix where to store the interpolation
Interpolates a quaternion using a spherical linear interpolation
Interpolated quaternion value
Start value of the animation curve
End value of the animation curve
Scalar amount to interpolate
Interpolates a quaternion cubically
Interpolated quaternion value
Start value of the animation curve
End tangent of the animation curve
End value of the animation curve
Start tangent of the animation curve
Scalar amount to interpolate
Interpolates a size linearly
Interpolated Size value
Start value of the animation curve
End value of the animation curve
Scalar amount to interpolate
Interpolates a Vector2 linearly
Interpolated Vector2 value
Start value of the animation curve
End value of the animation curve
Scalar amount to interpolate (value between 0 and 1)
Interpolates a Vector2 cubically
Interpolated Vector2 value
Start value of the animation curve
End tangent of the animation
End value of the animation curve
Start tangent of the animation curve
Scalar amount to interpolate (value between 0 and 1)
Static
AppendStatic
CreateCreate and start an animation on a node
the animatable created for this animation
defines the name of the global animation that will be run on all nodes
defines the target where the animation will take place
defines property to animate
defines the number of frame per second yo use
defines the number of frames in total
defines the initial value
defines the final value
Optional
loopMode: numberdefines which loop mode you want to use (off by default)
Optional
easingFunction: EasingFunctiondefines the easing function to use (linear by default)
Optional
onAnimationEnd: (() => void)defines the callback to call when animation end
Optional
scene: Scenedefines the hosting scene
Static
CreateCreate and start an animation on a node and its descendants
the list of animatables created for all nodes
https://www.babylonjs-playground.com/#MH0VLI
defines the name of the global animation that will be run on all nodes
defines the root node where the animation will take place
if true only direct descendants will be used, if false direct and also indirect (children of children, an so on in a recursive manner) descendants will be used
defines property to animate
defines the number of frame per second to use
defines the number of frames in total
defines the initial value
defines the final value
Optional
loopMode: numberdefines which loop mode you want to use (off by default)
Optional
easingFunction: EasingFunctiondefines the easing function to use (linear by default)
Optional
onAnimationEnd: (() => void)defines the callback to call when an animation ends (will be called once per node)
Static
CreateSets up an animation
The created animation
The property to animate
The animation type to apply
The frames per second of the animation
The easing function used in the animation
Static
CreateCreates a new animation, merges it with the existing animations and starts it
Nullable animation
Name of the animation
Node which contains the scene that begins the animations
Specifies which property to animate
The frames per second of the animation
The total number of frames
The frame at the beginning of the animation
The frame at the end of the animation
Optional
loopMode: numberSpecifies the loop mode of the animation
Optional
easingFunction: EasingFunction(Optional) The easing function of the animation, which allow custom mathematical formulas for animations
Optional
onAnimationEnd: (() => void)Callback to run once the animation is complete
Static
MakeConvert the keyframes of an animation to be relative to a given reference frame.
a new Animation if cloneOriginal is true or the original Animation if cloneOriginal is false
defines the Animation containing keyframes to convert
Optional
referenceFrame: numberdefines the frame that keyframes in the range will be relative to (default: 0)
Optional
range: stringdefines the name of the AnimationRange belonging to the Animation to convert
Optional
cloneOriginal: booleandefines whether or not to clone the animation and convert the clone or convert the original animation (default is false)
Optional
clonedName: stringdefines the name of the resulting cloned Animation if cloneOriginal is true
Convert the keyframes of an animation to be relative to a given reference frame.
a new Animation if options.cloneOriginalAnimation is true or the original Animation if options.cloneOriginalAnimation is false
defines the Animation containing keyframes to convert
Optional
options: IMakeAnimationAdditiveOptionsdefines the options to use when converting ey keyframes
Static
ParseParses an animation object and creates an animation
Animation object
Parsed animation object
Static
ParseCreates a new animation or an array of animations from a snippet saved in a remote file
a promise that will resolve to the new animation or an array of animations
defines the name of the animation to create (can be null or empty to use the one from the json data)
defines the url to load from
Static
ParseCreates an animation or an array of animations from a snippet saved by the Inspector
a promise that will resolve to the new animation or a new array of animations
defines the snippet to load
Static
TransitionTransition property of an host to the target Value
Nullable animation
The property to transition
The target Value of the property
The object where the property to animate belongs
Scene used to run the animation
Framerate (in frame/s) to use
The transition type we want to use
The duration of the animation, in milliseconds
Optional
onAnimationEnd: Nullable<(() => void)>Callback trigger at the end of the animation
Generated using TypeDoc
Class used to store any kind of animation