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NodeAnimationChannel Class

Describes the animation of a single node. The name specifies the bone/node which is affected by this animation chanenl. The keyframes are given in three separate seties of values, one for each position, rotation, and scaling. The transformation matrix is computed from these values and replaces the node's original transformation matrix at a specific time.

This means all keys are absolute and not relative to the bone default pose. The order which the transformations are to be applied is scaling, rotation, and translation (SRT).

Keys are in chronological order and duplicate keys do not pass the validation step. There most likely will be no negative time values, but they are not forbidden.

Inheritance Hierarchy
SystemObject
  Internal.AssimpNodeAnimationChannel

Namespace: Internal.Assimp
Assembly: NeoAxis.Core (in NeoAxis.Core.dll) Version: 2026.2.1.0 (2026.2.1.0)
Syntax
C#
public sealed class NodeAnimationChannel : IMarshalable<NodeAnimationChannel, AiNodeAnim>

The NodeAnimationChannel type exposes the following members.

Constructors
 NameDescription
Public methodNodeAnimationChannel Constructs a new instance of the NodeAnimationChannel class.
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Properties
 NameDescription
Public propertyHasPositionKeys Gets if this animation channel contains position keys.
Public propertyHasRotationKeys Gets if the animation channel contains rotation keys.
Public propertyHasScalingKeys Gets if the animation channel contains scaling keys.
Public propertyNodeName Gets or sets the name of the node affected by this animation. It must exist and it must be unique.
Public propertyPositionKeyCount Gets the number of position keys in the animation channel.
Public propertyPositionKeys Gets the position keys of this animation channel. Positions are specified as a 3D vector. If there are position keys, there should also be -at least- one scaling and one rotation key.
Public propertyPostState Gets or sets how the animation behaves after the last key was processed. By default the original transformation matrix of the affected node is taken.
Public propertyPreState Gets or sets how the animation behaves before the first key is encountered. By default the original transformation matrix of the affected node is used.
Public propertyRotationKeyCount Gets the number of rotation keys in the animation channel.
Public propertyRotationKeys Gets the rotation keys of this animation channel. Rotations are given as quaternions. If this exists, there should be -at least- one scaling and one position key.
Public propertyScalingKeyCount Gets the number of scaling keys in the animation channel.
Public propertyScalingKeys Gets the scaling keys of this animation channel. Scalings are specified in a 3D vector. If there are scaling keys, there should also be -at least- one position and one rotation key.
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Methods
 NameDescription
Public methodEqualsDetermines whether the specified object is equal to the current object.
(Inherited from Object)
Public methodStatic memberFreeNative Frees unmanaged memory created by ToNative(IntPtr, Native).
Public methodGetHashCodeServes as the default hash function.
(Inherited from Object)
Public methodGetTypeGets the Type of the current instance.
(Inherited from Object)
Public methodToStringReturns a string that represents the current object.
(Inherited from Object)
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Extension Methods
 NameDescription
Public Extension MethodMethodInvoke Calls the object method by name.
(Defined by ObjectEx)
Public Extension MethodPropertyGet Gets the value of the object property by name.
(Defined by ObjectEx)
Public Extension MethodPropertyGetT Gets the value of the object property by name.
(Defined by ObjectEx)
Public Extension MethodPropertySet Sets the value of the object property by name.
(Defined by ObjectEx)
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See Also