<vizact>.boneSpinTo

Animate an avatar bone spinning to an orientation

 

<vizact>.boneSpinTo(
    bone    
    mode = viz.ABS_PARENT    
    quat = None    # Keyword argument
    euler = None    # Keyword argument
    axisAngle = None    # Keyword argument
    point = None    # Keyword argument
    speed = None    # Keyword argument
    time = None    # Keyword argument
    interpolate = None    # Keyword argument

)

 

bone

An Avatar bone object or the name of a bone.


mode = viz.ABS_PARENT

The transformation mode to apply the rotations with


quat = None

The quaternion rotation to spin to


euler = None

The euler rotation to spin to


axisAngle = None

The Axis-Angle rotation to spin to


point = None

The [x,y,z] point to rotate to


speed = None

The speed to spin at in degrees/sec


time = None

The amount of time to spin for


interpolate = None

The interpolation method to use when performing the action. Can be one of the following interpolation methods, or None to use linear.

Interpolation method

vizact.linear

Linear interpolation. Animation will occur at a constant speed.

vizact.cubic

Cubic interpolation. The default control points are 0.1 and 0.9, which causes a slight easing in and out of the animation. You can specify different control points by creating an instance and passing the values into the constructor (e.g. vizact.cubic(0.1,1.1))

vizact.easeIn
vizact.easeOut
vizact.easeInOut

An alias for quadratic easing.

vizact.easeInStrong
vizact.easeOutStrong
vizact.easeInOutStrong

An alias for quintic easing.

vizact.easeInQuadratic
vizact.easeOutQuadratic
vizact.easeInOutQuadratic

Use quadratic (x^2) easing when going in and/or out of animation.

vizact.easeInCubic
vizact.easeOutCubic
vizact.easeInOutCubic

Use cubic (x^3) easing when going in and/or out of animation.

vizact.easeInQuartic
vizact.easeOutQuartic
vizact.easeInOutQuartic

Use quartic (x^4) easing when going in and/or out of animation.

vizact.easeInQuintic
vizact.easeOutQuintic
vizact.easeInOutQuintic

Use quintic (x^5) easing when going in and/or out of animation.

vizact.easeInSine
vizact.easeOutSine
vizact.easeInOutSine

Use sinusoidal (sin(x)) easing when going in and/or out of animation.

vizact.easeInExp
vizact.easeOutExp
vizact.easeInOutExp

Use exponential (2^x) easing when going in and/or out of animation.

vizact.easeInCircular
vizact.easeOutCircular
vizact.easeInOutCircular

Use circular (sqrt(x)) easing when going in and/or out of animation.

vizact.backIn
vizact.backOut
vizact.backInOut

Back up in opposite direction when going in and/or out of animation.

vizact.bounceIn
vizact.bounceOut
vizact.bounceInOut

Bounce when going in and/or out of animation.


Remarks

This action must be applied to the avatar, NOT the bone. This action will lock the bone when it begins, but will not unlock it when finished.

Return Value

An action that can be applied to any avatar object

Example

lookLeft = vizact.boneSpinTo('Bip01 Head',mode=viz.AVATAR_LOCAL,euler=(-90,0,0),speed=90)

avatar.runAction(lookLeft)