Package net.ixdarklord.coolcatcanvas.api.client.armature


package net.ixdarklord.coolcatcanvas.api.client.armature
  • Class
    Description
    Everything one armature-driven thing is doing: its animation layers, procedural motion, joint styles and Molang variables.
    The animators of armature-driven things on this client, for client code that wants to play something itself (the server's way is ArmatureControl).
    One track of animation on an Animator: it plays one clip at a time, blending smoothly from the last, over the joints in its mask.
    An armature by name: a modelled, animated thing drawn from a Blockbench or Bedrock file.
    What one armature-driven thing is doing right now: the entity, block entity or item stack it belongs to, its clock, and its Molang variables.
    Draws a posed armature.
    How an armature is drawn this time: light, colour, outline and so on.
    Effect particles (ParticleSpec) pouring from a point of an armature: fire from a dragon's mouth, sparks from a forge's chimney, dust from a digging claw.
    Something a clip did at a keyframe: a Blockbench sound, particle or timeline keyframe, or a Bedrock sound_effects, particle_effects or timeline entry.
     
     
    An armature posed for one frame: where every joint is, which are shown, and how they are tinted.
    How a part of an armature is drawn.
    A named point that moves with a joint: a Blockbench locator or null object, or a Bedrock locator.
    How far each joint is moved from its rest this frame: what the animation layers made of it, open to modifiers before it is drawn.
    A glowing ribbon left behind by a point of an armature as it moves: a sword's swing, a comet's tail, a spirit's wake.
    An armature as loaded from its files: joints, faces, points, clips and textures.
    One animation of an armature, as its file describes it.
    What a cloth is made of, for Spring.fabric(Fabric): how heavy it is, how it hangs, how it moves through the air, how it gives and how it folds, all at once.
    One joint of an armature: a Blockbench group or a Bedrock bone.
    The joints a layer may move.
    Code that moves joints each frame, after the animation layers: procedural motion the clips can't know about.
    How a layer's clips combine with the layers under it.
    A joint that turns to look at something.
    An .obj model carried by an armature: a sword in a hand, a lantern on a belt, a detailed head on a simple body.
    Secondary motion: a joint that lags behind and swings back, as a tail, ears, antennae, a cape or a hanging lantern would.
    Picks the transition between two animations on a layer, asked each time one gives way to another (unless the new motion names its own).