godot/modules/gltf/doc_classes/GLTFAnimation.xml
K. S. Ernest (iFire) Lee 04d43947bf
Add ufbx for FBX importing
This update introduces a new import method for FBX files using ufbx. If the fbx2gltf import fails, it will use the most recently cached scene from the ufbx import. The process is sped up by introducing threads to load the ufbx portion.

Key changes include:

- Support for importing geometry helper nodes in FBX files.
- Addition of cameras and lights with updated names.
- Removal of the fbx importer manager.
- Introduction of ModelDocument3D and updates to its methods.
- Changes to FBX import options and visibility.
- Updating the documentation and handling some errors.
- Store the original non-unique node, mesh and animation names in FBX and glTF.

Co-Authored-By: bqqbarbhg <bqqbarbhg@gmail.com>
2024-02-23 22:33:04 +01:00

37 lines
1.9 KiB
XML

<?xml version="1.0" encoding="UTF-8" ?>
<class name="GLTFAnimation" inherits="Resource" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../../../doc/class.xsd">
<brief_description>
</brief_description>
<description>
</description>
<tutorials>
<link title="Runtime file loading and saving">$DOCS_URL/tutorials/io/runtime_file_loading_and_saving.html</link>
</tutorials>
<methods>
<method name="get_additional_data">
<return type="Variant" />
<param index="0" name="extension_name" type="StringName" />
<description>
Gets additional arbitrary data in this [GLTFAnimation] instance. This can be used to keep per-node state data in [GLTFDocumentExtension] classes, which is important because they are stateless.
The argument should be the [GLTFDocumentExtension] name (does not have to match the extension name in the GLTF file), and the return value can be anything you set. If nothing was set, the return value is null.
</description>
</method>
<method name="set_additional_data">
<return type="void" />
<param index="0" name="extension_name" type="StringName" />
<param index="1" name="additional_data" type="Variant" />
<description>
Sets additional arbitrary data in this [GLTFAnimation] instance. This can be used to keep per-node state data in [GLTFDocumentExtension] classes, which is important because they are stateless.
The first argument should be the [GLTFDocumentExtension] name (does not have to match the extension name in the GLTF file), and the second argument can be anything you want.
</description>
</method>
</methods>
<members>
<member name="loop" type="bool" setter="set_loop" getter="get_loop" default="false">
</member>
<member name="original_name" type="String" setter="set_original_name" getter="get_original_name" default="&quot;&quot;">
The original name of the animation.
</member>
</members>
</class>