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Patch 2 (#1103)
## Changes <!-- Please summarize your changes. --> Fixes typos on the documentation for CurveAnimation. - Fixes "AnimationClipProviderProvider:RegisterAnimationClip" to "\`AnimationClipProvider:RegisterAnimationClip()\`" - Fixes "\`AnimationClipProvider:AnimationClipAsync\`" to "\`AnimationClipProvider:GetAnimationClipAsync()\`" - These add backquotes and parentheses to make these link to other parts of the wiki correctly. <!-- Please link to any applicable information (forum posts, bug reports, etc.). --> ## Checks By submitting your pull request for review, you agree to the following: - [x] This contribution was created in whole or in part by me, and I have the right to submit it under the terms of this repository's open source licenses. - [x] I understand and agree that this contribution and a record of it are public, maintained indefinitely, and may be redistributed under the terms of this repository's open source licenses. - [x] To the best of my knowledge, all proposed changes are accurate. --------- Co-authored-by: IgnisRBX <[email protected]>
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content/en-us/reference/engine/classes/CurveAnimation.yaml

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@@ -5,63 +5,57 @@ summary: |
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Stores animation data in the form of curves for each individual channel to
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animate.
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description: |
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CurveAnimation is a subtype of `Class.AnimationClip` consumed by Roblox's
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animation system. It stores animation data for each animated channel in a Rig
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as a separate, individual curve. For example, CurveAnimation stores the
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Position channel for an articulated joint as `Class.Vector3Curve`, and it
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might store the Rotation channel as an `Class.EulerRotationCurve` or a
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`CurveAnimation` is a subtype of `Class.AnimationClip` consumed by Roblox's
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animation system. It stores animation data for each animated channel in a rig
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as a separate, individual curve. For example, `CurveAnimation` stores the
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position channel for an articulated joint as a `Class.Vector3Curve`, and it
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might store the rotation channel as a `Class.EulerRotationCurve` or
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`Class.RotationCurve`.
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## CurveAnimation structure
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#### Structure
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CurveAnimation stores curves in a hierarchical manner, matching the hierarchy
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`CurveAnimation` stores curves in a hierarchical manner, matching the hierarchy
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of the structure of `Class.Motor6D|Motor6Ds` or `Class.Bone|Bones` in the
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animated model. Under each CurveAnimation instance lies a hierarchy of
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animated model. Under each `CurveAnimation` instance lies a hierarchy of
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`Class.Folder` instances representing animated joints in the model. Under each
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such folder instance, several possible instances may exist. An instance named
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'Position' of type `Class.Vector3Curve` can drive the local translation of the
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`Class.Motor6D` or `Class.Bone` on the animated model. Similarly, an instance
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named 'Rotation', of type either `Class.EulerRotationCurve` or
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`Position` of type `Class.Vector3Curve` can drive the local translation of the
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`Class.Motor6D` or `Class.Bone` on the animated model, while an instance
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named `Rotation` of type `Class.EulerRotationCurve` or
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`Class.RotationCurve` can drive the local rotation of the `Class.Motor6D` or
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`Class.Bone` on the animated model.
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## Partial matching of hierarchy
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#### Partial matching of hierarchy
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You can match partial hierarchies to a model when playing a CurveAnimation in
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You can match partial hierarchies to a model when playing a `CurveAnimation` in
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Roblox's animation system. This means that not all joints need to be present
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in the hierarchy for the joints that are present to apply properly.
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Furthermore, you can match hierarchies in a 'relative' manner. For example, a
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CurveAnimation's first `Class.Folder` instance root can be `UpperTorso`, and
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in the hierarchy for the existing joints to apply properly.
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Furthermore, you can match hierarchies in a "relative" manner. For example,
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the first child `Class.Folder` instance root can be `UpperTorso` and
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the animation system matches that to any existing sub-hierarchies in the
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model.
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## Animating miscellaneous channels
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#### Animating miscellaneous channels
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Curve Animations can also animate other numerical values in a model. For
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`CurveAnimation` can also animate other numerical values in a model. For
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example, you can animate FACS controls for facial animations by creating a
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folder under the CurveAnimation instance named after an existing
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`Class.Folder` under the `CurveAnimation` instance named after an existing
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`Class.FaceControls` instance in the model. Then, to animate individual facial
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controllers, you can store individual `Class.FloatCurve` instances named after
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the animated `Class.FaceControls` property.
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## Using CurveAnimation when making animations
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#### Usage when making animations
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As for other AnimationClip types (such as `Class.KeyframeSequence`), you must
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upload CurveAnimations to Roblox first before playing them. To do that, right
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click on the CurveAnimation and click 'Save to Roblox'. Alternatively, use
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`Class.Plugin:SaveSelectedToRoblox()` to bring up the animation upload window.
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As with other `Class.AnimationClip` types such as `Class.KeyframeSequence`,
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you must first upload `CurveAnimation` instances to Roblox before playing them.
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If you want to preview an animation before uploading it to Roblox,
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you can generate a temporary ID using
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`Class.AnimationClipProvider:RegisterAnimationClip()`; this generates a hash
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ID that you can use for localized animation testing.
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If you want to preview an Animation before uploading it to the Roblox site,
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you can generate a temporary id using
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`AnimationClipProviderProvider:RegisterAnimationClip`. This generates a hash
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id that you can use for localized animation testing.
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## Obtaining CurveAnimations
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As for other `Class.AnimationClip` types (such as `Class.KeyframeSequence`),
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if you want to download the CurveAnimation corresponding to an existing
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uploaded Animation using Luau scripts, use
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AnimationClipProvider:AnimationClipAsync.
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If you want to download the `CurveAnimation` corresponding to an existing
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uploaded animation using Luau scripts, use
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`Class.AnimationClipProvider:GetAnimationClipAsync()`.
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code_samples: []
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inherits:
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- AnimationClip

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