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LockRootOrientationEventData

Class Documentation

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An animation event that keeps a joint pointing the same way in the world while the unit turns. When the event starts, the client records the rotation of the unit. On every frame after that, it turns the joint JointName back by the amount the unit has turned since then. The joint and everything below it keep the world orientation they had at the start of the event.

A typical use is an animation whose body must stay in place while the game turns the unit, with JointName set to the root joint.

When the event ends, the correction fades out over BlendOutTime and the joint turns to follow the unit again.

Properties

BlendOutTime

F32 = 0.20000000298023224
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The time over which the joint goes back to following the unit after the event has ended, in seconds of real time. The fade is linear. 0 lets the joint go back in one frame.

JointName

Hash = "0x0"
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The joint to hold, as the hash of its name (FNV-1a 32 of the lowercased name).