Namespace ValveResourceFormat.ResourceTypes.ModelAnimation ​
Classes ​
Represents a model animation that can be sampled per frame.
Represents an animation auto layer that defines blending and timing parameters for layered animations. Auto layers allow animations to be automatically blended together based on configured parameters.
Represents a data channel in an animation, mapping bones or flex controllers to animation elements.
Represents a block of frames in an animation with associated segment data.
Caches animation frames to optimize frame retrieval and interpolation.
Represents root motion movement data for an animation.
Represents a bone in a model skeleton.
Represents a model animation backed by an animation graph clip.
Drives a morph from how far one bone is turned away from another. CS2 agents use it to open and close the eyelids as the eye looks up and down, which no animation channel carries.
Represents a single frame of animation data.
Represents a sequence-based model animation with frame data, events, and movement information.
Represents a model skeleton with bones arranged in a hierarchy.
Retargets animation posed on one skeleton onto another skeleton by bone name, reproducing the source skeleton's world-space poses on the target hierarchy. Used for animation graph (NM) clips, whose frames target a skeleton separate from the model's.
Represents a tilt-twist constraint that controls bone rotation based on target bones.
Represents a slave bone in a tilt-twist constraint.
Represents a target bone in a tilt-twist constraint.
Structs ​
Represents an activity associated with an animation.
Represents an event that occurs at a specific frame in an animation.
Represents an animation fetch that specifies a local cycle pose parameter.
Represents a local-hierarchy override of an animation (m_hierarchyArray): for the given frame envelope, sub-frame interpolation of happens in the space of
how death animations detach a dropped weapon or limb from the root.
Contains sequence parameters for animation transitions.
Represents the transform of a bone in a single animation frame.
AnimationMovement.MovementData
Represents interpolated movement data containing position and angle.
Interfaces ​
An event on an animation timeline, sampled by the player as it advances a clip. Implemented by
for sequences and by foranimation graph clips, which author their event times in different units but both carry a cycle.
Enums ​
Specifies the type of data contained in an animation channel. Derived from the m_szVariableName field of CAnimDataChannelDesc.

