keyframe_delta struct
Instead of specifying the actual keyframe positions, we specify the keyframe deltas. This allows us to treat the initial position of the prop as keyframe 0 and avoid the question of how to get the prop to its initial location. For a animation_mode.Loop animation, the net rotation and translation must both be zero. Each delta is interpreted as a world-space transformation to be concatenated onto the previous transform(s).
Verse using statement |
using { /Fortnite.com/Devices/CreativeAnimation } |
Members
This struct has data members, but no functions.
Data
| Data Member Name | Type | Description |
|---|---|---|
DeltaLocation |
vector3 |
Target position of the creative_prop. This is a world-space coordinate in cm, with the initial position of the creative_prop acting as coordinate (0,0). |
DeltaRotation |
rotation |
Target rotation for the creative_prop. Rotations are relative to the starting rotation of the creative_prop |
DeltaScale |
vector3 |
Target scale for the creative_prop. Scale is multiplicative to the starting Scale of the creative_prop |
Time |
float |
Time in seconds the creative_prop should animate between its last frame and this frame. |
Interpolation |
cubic_bezier_parameters |
Interpolation mode for this keyframe_delta. See InterpolationTypes for standard interpolation options. See cubic_bezier_parameters for authoring custom interpolations. Default = InterpolationTypes.Linear |