| | Class | Description |
|---|
| | AnimationSetBase |
Provides an abstract base class for data set classes that hold animation data for use in animator classes. |
| | AnimatorBase |
Provides an abstract base class for animator classes that control animation output from a data set subtype of AnimationSetBase. |
| | ParticleAnimationSet |
The animation data set used by particle-based animators, containing particle animation data. |
| | ParticleAnimator |
Provides an interface for assigning paricle-based animation data sets to mesh-based entity objects
and controlling the various available states of animation through an interative playhead that can be
automatically updated or manually triggered. |
| | PathAnimator | |
| | SkeletonAnimationSet |
The animation data set used by skeleton-based animators, containing skeleton animation data. |
| | SkeletonAnimator |
Provides an interface for assigning skeleton-based animation data sets to mesh-based entity objects
and controlling the various available states of animation through an interative playhead that can be
automatically updated or manually triggered. |
| | SpriteSheetAnimationSet |
The animation data set containing the Spritesheet animation state data. |
| | SpriteSheetAnimator |
Provides an interface for assigning uv-based sprite sheet animation data sets to mesh-based entity objects
and controlling the various available states of animation through an interative playhead that can be
automatically updated or manually triggered. |
| | UVAnimationSet |
The animation data set used by uv-based animators, containing uv animation state data. |
| | UVAnimator |
Provides an interface for assigning uv-based animation data sets to mesh-based entity objects
and controlling the various available states of animation through an interative playhead that can be
automatically updated or manually triggered. |
| | VertexAnimationSet |
The animation data set used by vertex-based animators, containing vertex animation state data. |
| | VertexAnimator |
Provides an interface for assigning vertex-based animation data sets to mesh-based entity objects
and controlling the various available states of animation through an interative playhead that can be
automatically updated or manually triggered. |