Namespace ValveResourceFormat.ResourceTypes.ModelAnimation ​
Classes ​
Points the constrained bones' +Y axis at the weighted target position.
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.
A constraint that drives slave bones from weighted targets.
Represents a bone in a model skeleton.
A rule compiled into a model that drives bones or morphs from the pose of other bones
Represents a model animation backed by an animation graph clip.
A bone driven by the constraint.
A bone or attachment the constraint reads.
Drives a morph from the angle between a bone's +Z axis and the direction to another bone. CS2 agents open and close the eyelids with it.
Represents a single frame of animation data.
Offsets one channel of the constrained bones' rest pose by a flex controller value.
Rotates the constrained bones to the weighted average target rotation.
Moves and rotates the constrained bones to the weighted average target transform.
Moves the constrained bones to the weighted average target position.
Poses the constrained bones by interpolating authored transforms over where an attachment sits in its bone's parent space.
Drives morphs by interpolating authored weights over where an attachment sits in its bone's parent space.
Poses output bones from the distances of input bones to authored poses, with the weights solved offline.
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.
Copies the twist of the first target around onto the first constrained bone around
, scaled by that bone's weight. CS2 arms and legs drive their twist bones with it.Distributes the twist between the second target and its parent over the constrained bones by weight.
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.
A named pose parameter a blend sequence's positions its animations along, one per dimension.
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_szChannelClass and m_szVariableName fields of CAnimDataChannelDesc.
The radial basis function the pose space constraints interpolate their samples with.

