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 |
) |
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 | An alias for quadratic easing. |
vizact.easeInStrong | An alias for quintic easing. |
vizact.easeInQuadratic | Use quadratic (x^2) easing when going in and/or out of animation. |
vizact.easeInCubic | Use cubic (x^3) easing when going in and/or out of animation. |
vizact.easeInQuartic | Use quartic (x^4) easing when going in and/or out of animation. |
vizact.easeInQuintic | Use quintic (x^5) easing when going in and/or out of animation. |
vizact.easeInSine | Use sinusoidal (sin(x)) easing when going in and/or out of animation. |
vizact.easeInExp | Use exponential (2^x) easing when going in and/or out of animation. |
vizact.easeInCircular | Use circular (sqrt(x)) easing when going in and/or out of animation. |
vizact.backIn | Back up in opposite direction when going in and/or out of animation. |
vizact.bounceIn | Bounce when going in and/or out of animation. |