Animations
When you load a 3d model, you can request the animations that are available. You can then play, stop, pause, and get all animations.
animations.play
Play an animation by name.
SETanimations.play(name: string): Promise<void>
api.animations.play('dance').then(() => console.log('animation started'))
actions: [{ name: 'animations.play', arg: 'dance' }]
animations.stop
Stop an animation by name.
SETanimations.stop(name: string): Promise<void>
api.animations.stop('dance').then(() => console.log('animation stopped'))
actions: [{ name: 'animations.stop', arg: 'dance' }]
animations.pause
Pause an animation by name.
SETanimations.pause(name: string): Promise<void>
api.animations.stop('dance').then(() => console.log('animation paused'))
actions: [{ name: 'animations.pause', arg: 'dance' }]
animations.getAll
Request all animations. The result will be an array of all animation names. You can then play, stop, or pause an animation by name.
SETanimations.getAll(): Promise<Array>
api.animations.getAll().then((result) => console.log(result))
// ['dance', 'walk', 'run']
Tracks
Tracks are a way to group animations. A track is essentially a grouping of one or more animations, with the restriction that only one animation per track can be played at a time. When a new animation is started on a track, the currently playing animation will be smoothly faded out and the new animation will be faded in, allowing for seamless transitions between different movements.
tracks
TODO: List all tracks.
tracks.add
TODO: Create a new track.
tracks.delete
TODO: Delete a new track. All animations in the track will be released.
tracks.addAnimation
TODO: Add an animation to a track.
tracks.removeAnimation
TODO: Remove an animation from a track. Remember if you remove an animation from a track, you can still play it directly.