Public Member Functions

ILoadSaveAnimation Class Reference

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Detailed Description

The interface to the functionality for loading saving XML animation files.

This class contains key functionality for saving and creating both animation and map files and for loading in animation. You get this interface by calling GetILoadSaveAnimation()

#include <ILoadSaveAnimation.h>

Inheritance diagram for ILoadSaveAnimation:
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List of all members.

Public Types

Enums
enum   NodeMapType { eMatchExactName = 0, eMatchClosestName = 1, eMatchHierarchy = 2 }
 

Enum for the type of node mapping to due when creating a map file using CreateMapFile.

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enum   SaveFlags {
  eAnimatedTracks = 0x1, eIncludeConstraints = 0x2, eKeyableTracks = 0x4, eSaveSeg = 0x8,
  eSegPerFrame = 0x10
}
 

Enum for different flags to pass in when calling ILoadSaveAnimation::SaveAnimation and ILoadSaveAnimation10::SetUpAnimsForSaveExt.

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enum   LoadFlags { eRelative = 0x1, eInsert = 0x2, eStripLayers = 0x4, eIncludePB2s = 0x8 }
 

Enum for different flags to pass in when calling ILoadSaveAnimation::LoadAnimation and ILoadSaveAnimation10::SetUpAnimsForLoadExt.

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enum   MapFlags { eMapControllerExactName = 0x1, eMapControllerType = 0x2, eStripLayersInMap = 0x4 }
 

Enum for different flags to pass in when calling ILoadSaveAnimation::CreateMapFile and ILoadSaveAnimation10::SetUpAnimsForMapExt.

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Public Member Functions

virtual BOOL  GetUserAttributes (const MCHAR *filename, Tab< MSTR * > &userAttributes, Tab< MSTR * > &userValues) const =0
  Get the user attributes that are present out of the corresponding animation or map file.
virtual void  LoadForMixing (BOOL flag) const =0
Dialog Functions
virtual const MCHAR *  SaveAnimationDlg () const =0
  Brings up the Save Animation dialog.
virtual const MCHAR *  LoadAnimationDlg () const =0
  Brings up the Load Animation dialog.
virtual BOOL  GetLoadAndMapFileFromDlg (MCHAR fileName[MAX_PATH], MCHAR mapFileName[MAX_PATH]) const =0
  Brings up the Load Animation dialog and returns the fileName and the mapFileName in the passed in parameters.
virtual BOOL  GetMultLoadAndMapFileFromDlg (Tab< MSTR * > &names, MCHAR *mapName) const =0
  Brings up the Load Animation dialog and returns a list of possible multiple file names in the passed in parameters.
Save Functions
virtual BOOL  SaveAnimation (const MCHAR *filename, Tab< INode * > &nodes, Tab< MSTR * > &userAttributes, Tab< MSTR * > &userValues, DWORD saveFlag, Interval &segInterval) const =0
  Save the animation from the current nodes into the specified file.
virtual BOOL  SaveAnimationNodeAnims (const MCHAR *filename, Tab< NodeAndAnims > &nodeAnims, Tab< MSTR * > &userAttributes, Tab< MSTR * > &userValues, DWORD saveFlag, Interval &segInterval) const =0
  Save the animation from the current nodeAnim tracks into the specified file.
Load Functions
virtual BOOL  LoadAnimation (const MCHAR *filename, Tab< INode * > &nodes, DWORD loadFlag, TimeValue insertTime, BOOL useMapFile, MCHAR *mapFileName) const =0
  Load the animation from the current file onto the specified nodes using any mapping that's specified.
virtual BOOL  LoadAnimationNodeAnims (const MCHAR *filename, Tab< NodeAndAnims > &nodeAnims, DWORD loadFlag, TimeValue insertTime, BOOL useMapFile, MCHAR *mapFileName) const =0
  Load the animation from the current file onto the specified nodeAnim tracks using any mapping that's specified.
Map Functions
virtual BOOL  CreateMapFile (const MCHAR *filename, Tab< INode * > &currentNodes, const MCHAR *incomingAnimationFile, Tab< MSTR * > &userAttributes, Tab< MSTR * > &userValues, Tab< LoadSaveRetargetData > &retargetData, int nodeMapType, DWORD mapFlag) const =0
  Create a map file based upon nodes to map to, the animation file that will be loaded, and the specific mapping protocols.
virtual BOOL  CreateMapFileNodeAnims (const MCHAR *filename, Tab< NodeAndAnims > &nodeAnims, const MCHAR *incomingAnimationFile, Tab< MSTR * > &userAttributes, Tab< MSTR * > &userValues, Tab< LoadSaveRetargetData > &retargetData, int nodeMapType, DWORD mapFlag) const =0
  Create a map file based upon nodeAnim tracks to map to, the animation file that will be loaded, and the specific mapping protocols.
File and Directory Functions
virtual const MCHAR *  GetAnimFileExtension () const =0
  Get the extension used for the animation files.
virtual const MCHAR *  GetAnimMapFileExtension () const =0
  Get the extension used for the animation map files.
virtual const MCHAR *  GetAnimFileDirectory () const =0
  Get the current directory for finding animation files.
virtual void  GetAnimFileDirectories (Tab< MSTR * > &animFileDirectories) const =0
  Get all of the anim file directories in the load/save UI.
virtual void  GetMapFiles (Tab< MSTR * > &mapFiles) const =0
  Get all of the recently used map files in the load/save UI.
virtual const MCHAR *  GetAnimMapFile () const =0
  Get the current map file.
virtual void  SetAnimFileDirectory (const MCHAR *directory)=0
  Set the current directory for finding animation files.
virtual void  SetAnimMapFile (const MCHAR *filename)=0
  Set the latest map file found.
Getting Animation Tracks
virtual void  SetUpAnimsForSave (Tab< INode * > &nodeTab, BOOL animatedTracks, BOOL includeConstraints, BOOL keyable, Tab< NodeAndAnims > &nodeAnims) const =0
  Sets up the anim list to be used for saving out an xml animation file.
virtual void  SetUpAnimsForLoad (Tab< INode * > &nodeTab, BOOL includePB2s, Tab< NodeAndAnims > &nodeAnims) const =0
  Sets up the anim list to be used for loading in an xml animation file or putting nodes and their tracks into the mixer.
virtual void  SetUpAnimsForMap (Tab< INode * > &nodeTab, Tab< NodeAndAnims > &nodeAnims) const =0
  Sets up the anim list to be used for mapping an xml animation file.

Member Enumeration Documentation

Enum for the type of node mapping to due when creating a map file using CreateMapFile.

See also:
ILoadSaveAnimation::CreateMapFile eMatchExactName means that the nodes names need to match up exactly to map, eMatchClosestName specifies that the closest names will map, eMatchHierarchy specifies that the nodes will try to match by hierarchy.
Enumerator:
eMatchExactName 
eMatchClosestName 
eMatchHierarchy 

Enum for different flags to pass in when calling ILoadSaveAnimation::SaveAnimation and ILoadSaveAnimation10::SetUpAnimsForSaveExt.

If eAnimatedTracks is set, then a track needs to be animated. If eIncludeConstraints is set, and if eAnimatedTracks is set, constraints will also be considered to be animated. If eKeyable is set, then keyable tracks will be saved if eSaveSeg is set, then a segment of time will be saved. if eSegPerFrame is set then a key per frame will be saved over a saved segment.

Enumerator:
eAnimatedTracks 
eIncludeConstraints 
eKeyableTracks 
eSaveSeg 
eSegPerFrame 

Enum for different flags to pass in when calling ILoadSaveAnimation::LoadAnimation and ILoadSaveAnimation10::SetUpAnimsForLoadExt.

If eRelative is set, then nodes who are children of the scene root will keep their original position and orientation and the animation will be loaded relatively to that, otherwise the animation will be loaded in absolutely. If eInsert is set, then the animation will be inserted at the specified time and the existing animation will be moved over, otherwise the animation will replaced the existing animation at that time. If eStripLayers is set, then the active layer name will be stripped out from the current node controllers that have layers. If eIncludePB2s is set then we will include ParamBlock2 tracks when loading into the animation. Note that the eIncludePB2s flags is currently only used by ILoadSaveAnimation10::SetUpAnimsForLoadExt

Enumerator:
eRelative 
eInsert 
eStripLayers 
eIncludePB2s 
{eRelative = 0x1,eInsert = 0x2, eStripLayers = 0x4, eIncludePB2s = 0x8};
enum MapFlags

Enum for different flags to pass in when calling ILoadSaveAnimation::CreateMapFile and ILoadSaveAnimation10::SetUpAnimsForMapExt.

If eMapControllerExactName is set then the controllers will try to be matched based upon their exact names, otherwise, they will try to match off of their subanim order. If eMapControllerType is set then the controller need to be the same of the same class, otherwise they won't map. If eStripLayersInMap is set, then the active layer name will be removed from the current node controllers that have layers.

Enumerator:
eMapControllerExactName 
eMapControllerType 
eStripLayersInMap 

Member Function Documentation

virtual const MCHAR* SaveAnimationDlg ( ) const [pure virtual]

Brings up the Save Animation dialog.

Returns:
The name of the file if a file gets saved, otherwise returns NULL !
virtual const MCHAR* LoadAnimationDlg ( ) const [pure virtual]

Brings up the Load Animation dialog.

Returns:
The name of the file if a file gets loaded, otherwise returns NULL !
virtual BOOL GetLoadAndMapFileFromDlg ( MCHAR  fileName[MAX_PATH],
MCHAR  mapFileName[MAX_PATH] 
) const [pure virtual]

Brings up the Load Animation dialog and returns the fileName and the mapFileName in the passed in parameters.

Parameters:
[out] fileName The name of the animation file returned. Note that the character array passed in ! should have a size of MAX_PATH. !
[out] mapFileName The name of the map file returned. Note that the character array passed in ! should have a size of MAX_PATH. !
Returns:
TRUE if a file name is selected in the dialog, otherwise returns FALSE. !
virtual BOOL GetMultLoadAndMapFileFromDlg ( Tab< MSTR * > &  names,
MCHAR *  mapName 
) const [pure virtual]

Brings up the Load Animation dialog and returns a list of possible multiple file names in the passed in parameters.

param[out] names The list of animation files. param[out] mapFileName The name of the map file. Note that the character array passed in should have a size of MAX_PATH.

Returns:
TRUE if one or more file names are selected, false otherwise
virtual BOOL SaveAnimation ( const MCHAR *  filename,
Tab< INode * > &  nodes,
Tab< MSTR * > &  userAttributes,
Tab< MSTR * > &  userValues,
DWORD  saveFlag,
Interval segInterval 
) const [pure virtual]

Save the animation from the current nodes into the specified file.

This function will save out an animation file given the passed in nodes and user attributes, based upon the saveFlags and possible segment interval.

Parameters:
[in] filename The file to save the animation to. !
[in] nodes The nodes whose animation you would like to save. !
[in] userAttributes A Tab of strings that specify the names of the user attributes to be ! saved out. The values of these attributes are found in the next parameter. Thus the userAttributes Tab ! and the userValues Tab need to be the same size or the function will return FALSE. !
[in] userValues A Tab of strings that specify the names of the user values to be saved out. Each ! user value corresponds to a user attribute that's passed in the previous parameter. !
[in] saveFlag Determines which tracks under the specified nodes will be saved. The possible values ! of the saveFlag are found in the SaveFlags enum. The possible vales are eAnimatedTracks, if this value is set, ! then only animated tracks only will be saved, otherwise non-animated tracks will also be saved. ! eIncludeConstraints, if set and eAnimatedTracks is set, then constraints will also be saved out, ! otherwise if eAnimatedTracks is set and this value isn't set, they won't be saved out. If eAnimatedTracks isn't ! set this parameter is unused since constraints will be automatically saved out. eKeyableTracks, if set keyable ! tracks only will be saved, otherwise non-keyable tracks will also be saved. eSaveSegment, if set a segment will ! be saved specified by the segInterval and eSegKeyPerFrame flag. eSegKeyPerFrame, which if set ! will save out a key per frame when saving out a segment, otherwise only the keys will be saved out. !
[in] segInterval The interval over which to save the segment. !
Returns:
TRUE if a file gets saved, otherwise FALSE !
virtual BOOL SaveAnimationNodeAnims ( const MCHAR *  filename,
Tab< NodeAndAnims > &  nodeAnims,
Tab< MSTR * > &  userAttributes,
Tab< MSTR * > &  userValues,
DWORD  saveFlag,
Interval segInterval 
) const [pure virtual]

Save the animation from the current nodeAnim tracks into the specified file.

This function saves out the animation file given the passed in nodeAnim array and user attributes, based upon the saveFlags and possible segment interval.

Parameters:
[in] filename The file to save the animation to. !
[in] nodeAnims The nodeAnim list whose animation you would like to save. Should have been created via ! SetUpAnimsForSave. !
See also:
ILoadSaveAnimation::SetUpAnimsForSave !
Parameters:
[in] userAttributes A Tab of strings that specify the names of the user attributes to be ! saved out. The values of these attributes are found in the next parameter. Thus the userAttributes Tab ! and the userValues Tab need to be the same size or the function will return FALSE. !
[in] userValues A Tab of strings that specify the names of the user values to be saved out. Each ! user value corresponds to a user attribute that's passed in the previous parameter. /*!
[in] saveFlag Determines which tracks under the specified nodes will be saved. The possible values of the saveFlag are found in the SaveFlags enum. The possible vales are: eAnimatedTracks, if this value is set, then only animated tracks only will be saved, otherwise non-animated tracks will also be saved. eIncludeConstraints, if set and eAnimatedTracks is set, then constraints will also be saved out, otherwise if eAnimatedTracks is set and this value isn't set, they won't be saved out. If eAnimatedTracks isn't set this parameter is unused since constraints will be automatically saved out. eKeyableTracks, if set keyable tracks only will be saved, otherwise non-keyable tracks will also be saved. eSaveSegment, if set a segment will be saved specified by the segInterval and eSegKeyPerFrame flag. eSegKeyPerFrame, which if set will save out a key per frame when saving out a segment, otherwise only the keys will be saved out. !
[in] segInterval The interval over which to save the segment. !
Returns:
TRUE if a file gets saved, otherwise FALSE !
virtual BOOL LoadAnimation ( const MCHAR *  filename,
Tab< INode * > &  nodes,
DWORD  loadFlag,
TimeValue  insertTime,
BOOL  useMapFile,
MCHAR *  mapFileName 
) const [pure virtual]

Load the animation from the current file onto the specified nodes using any mapping that's specified.

This function loads in the specified file onto the passed in nodes based upon the the passed in flags, insertion time and possible mapFileName.

Parameters:
[in] filename The file to load the animation from. !
[in] nodes The nodes where the animation will be loaded onto. !
[in] loadFlag Determines which tracks under the specified nodes will be loaded onto. The possible values ! of the loadFlag are found in the LoadFlags enum. The possible vales are: eRelative, if this value is set, ! the animation will be loaded at the current position and orientation of a node, if it's ! parent is the root, if not set the animation will be loaded in absolutely. eInsert, if this value is set, ! the existing animation will be moved to the left when the animation is loaded, otherwise is not set the ! animation will overwrite the existing animation. eStripLayers, if this value is set, then any layer controller name ! will be removed from the current controller names, otherwise it won't. !
[in] insertTime The time where the animation is loaded. !
[in] useMapFile If TRUE the mapFileName file name parameter will be used to specify what map file to use. ! If FALSE then default mapping is used. !
[in] mapFileName The file name of the map file to use if the useMapFile parameter is TRUE. !
Returns:
TRUE if a file gets loaded, otherwise FALSE !
virtual BOOL LoadAnimationNodeAnims ( const MCHAR *  filename,
Tab< NodeAndAnims > &  nodeAnims,
DWORD  loadFlag,
TimeValue  insertTime,
BOOL  useMapFile,
MCHAR *  mapFileName 
) const [pure virtual]

Load the animation from the current file onto the specified nodeAnim tracks using any mapping that's specified.

This function loads in the specified file onto the passed in nodeAndAnim tracks based upon the the passed in flags, insertion time and possible mapFileName.

Parameters:
[in] filename The file to load the animation from. !
[in] nodeAnims The nodeAnim list whose animation you would like to save. Should have been created via ! SetUpAnimsForLoad.
See also:
ILoadSaveAnimation::SetUpAnimsForLoad !
Parameters:
[in] loadFlag Determines which tracks under the specified nodes will be loaded onto. The possible values ! of the loadFlag are found in the LoadFlags enum. The possible vales are: eRelative, if this value is set, ! the animation will be loaded at the current position and orientation of a node, if it's ! parent is the root, if not set the animation will be loaded in absolutely. eInsert, if this value is set, ! the existing animation will be moved to the left when the animation is loaded, otherwise is not set the ! animation will overwrite the existing animation. !
[in] insertTime The time where the animation is loaded. !
[in] useMapFile If TRUE the mapFileName file name parameter will be used to specify what map file to use. ! If FALSE then default mapping is used. !
[in] mapFileName The file name of the map file to use if the useMapFile parameter is TRUE. !
Returns:
TRUE if a file gets loaded, otherwise FALSE !
virtual BOOL CreateMapFile ( const MCHAR *  filename,
Tab< INode * > &  currentNodes,
const MCHAR *  incomingAnimationFile,
Tab< MSTR * > &  userAttributes,
Tab< MSTR * > &  userValues,
Tab< LoadSaveRetargetData > &  retargetData,
int  nodeMapType,
DWORD  mapFlag 
) const [pure virtual]

Create a map file based upon nodes to map to, the animation file that will be loaded, and the specific mapping protocols.

Parameters:
[in] filename The file to save the map file to.
[in] currentNodes The nodes which will be mapped to the specified incoming Animation File.
[in] incomingAnimationFile The file from which to map from. The controllers in this file will map to the controllers of the current nodes.
[in] userAttributes A Tab of strings that specify the names of the user attributes to be saved out. The values of these attributes are found in the next parameter. Thus the userAttributes Tab and the userValues Tab need to be the same size or the function will return FALSE.
[in] userValues A Tab of strings that specify the names of the user values to be saved out. Each user value corresponds to a user attribute that's passed in the previous parameter.
[in] retargetData A Tab of LoadSaveRetargetData values that specify how specific nodes that get mapped should be retargeted.
[in] nodeMapType The type of node mapping to perform. If the value is eMatchExactName, the nodes will map if the nodes have the same exact name. If the value is eMatchClosestName, the nodes will match based off of which nodes have the closest names. If the value is eMatchHierarchy, the nodes will try to match by matching their hierarchies.
[in] mapFlag Determines how the controller mapping will occur once the nodes are mapped. The possible values of the mapFlag are found in the MapFlags enum. The possible vales are: eMapControllerExactName, if set the controllers of the mapped nodes will try to map to each other by matching their names exactly, if not set the controllers will map by their subanim ordering. eMapControllerType, if set, the controllers will check to see if they have the same exact type, that is the same ClassID and SuperClassID, otherwise they won't map, if not set then the controllers only need to be have the same SuperClassID. eStripLayersinMap, if set, will strip the layer controller name from any active layers on the current nodes.
Returns:
TRUE if a map file gets created, otherwise FALSE
virtual BOOL CreateMapFileNodeAnims ( const MCHAR *  filename,
Tab< NodeAndAnims > &  nodeAnims,
const MCHAR *  incomingAnimationFile,
Tab< MSTR * > &  userAttributes,
Tab< MSTR * > &  userValues,
Tab< LoadSaveRetargetData > &  retargetData,
int  nodeMapType,
DWORD  mapFlag 
) const [pure virtual]

Create a map file based upon nodeAnim tracks to map to, the animation file that will be loaded, and the specific mapping protocols.

Parameters:
[in] filename The file to save the map file to.
[in] nodeAnims The nodeAnim list whose animation you would like to map. Should have been created via SetUpAnimsForMap.
See also:
ILoadSaveAnimation::SetUpAnimsForMap
Parameters:
[in] incomingAnimationFile The file from which to map from. The controllers in this file will map to the controllers of the current nodes.
[in] userAttributes A Tab of strings that specify the names of the user attributes to be saved out. The values of these attributes are found in the next parameter. Thus the userAttributes Tab and the userValues Tab need to be the same size or the function will return FALSE.
[in] userValues A Tab of strings that specify the names of the user values to be saved out. Each user value corresponds to a user attribute that's passed in the previous parameter.
[in] retargetData A Tab of LoadSaveRetargetData values that specify how specific nodes that get mapped should be retargetted.
[in] nodeMapType The type of node mapping to perform. If the value is eMatchExactName, the nodes will map if the nodes have the same exact name. If the value is eMatchClosestName, the nodes will match based off of which nodes have the closest names. If the value is eMatchHierarchy, the nodes will try to match by matching their hierarchies.
[in] mapFlag Determines how the controller mapping will occur once the nodes are mapped. The possible values of the mapFlag are found in the MapFlags enum. The possible vales are: eMapControllerExactName, if set the controllers of the mapped nodes will try to map to each other by matching their names exactly, if not set the controllers will map by their subanim ordering. eMapControllerType, if set, the controllers will check to see if they have the same exact type,(ClassID and SuperClassID), otherwise they won't map, if not set, then the controllers only need to be have the same SuperClassID.
Returns:
TRUE if a map file gets created, otherwise FALSE
virtual BOOL GetUserAttributes ( const MCHAR *  filename,
Tab< MSTR * > &  userAttributes,
Tab< MSTR * > &  userValues 
) const [pure virtual]

Get the user attributes that are present out of the corresponding animation or map file.

Parameters:
[in] filename The name of the animation or map file that you are getting user attributes from.
[out] userAttributes A Tab of MSTR strings of the user defined attributes found in the file. There is a one to one correspondence between the number of attributes and number of values in the file. The callee of this function is responsible for deleting the valid MSTR * pointers.
[out] userValues A Tab of MSTR strings of the user defined values found in the file. There is one string value for each attribute. The caller of this function is responsible for deleting the valid MSTR * pointers
Returns:
TRUE if operation was successful, FALSE if otherwise.
virtual const MCHAR* GetAnimFileExtension ( ) const [pure virtual]

Get the extension used for the animation files.

Returns:
The animation file extension (xaf).
virtual const MCHAR* GetAnimMapFileExtension ( ) const [pure virtual]

Get the extension used for the animation map files.

Returns:
The animation map file extension (xmm).
virtual const MCHAR* GetAnimFileDirectory ( ) const [pure virtual]

Get the current directory for finding animation files.

Returns:
The animation file directory
virtual void GetAnimFileDirectories ( Tab< MSTR * > &  animFileDirectories ) const [pure virtual]

Get all of the anim file directories in the load/save UI.

Parameters:
[out] animFileDirectories A Tab of MSTR strings containing all of recently used directories. The caller of this function is responsible for deleting the valid MSTR * pointers.
virtual void GetMapFiles ( Tab< MSTR * > &  mapFiles ) const [pure virtual]

Get all of the recently used map files in the load/save UI.

Parameters:
[out] mapFiles A Tab of MSTR strings containing all of recently used map files. The caller of this function is responsible for deleting the valid MSTR * pointers.
virtual const MCHAR* GetAnimMapFile ( ) const [pure virtual]

Get the current map file.

Returns:
The name of the current animation map file being used in the load/save UI.
virtual void SetAnimFileDirectory ( const MCHAR *  directory ) [pure virtual]

Set the current directory for finding animation files.

Parameters:
[in] directory The name of the anim file directory.
virtual void SetAnimMapFile ( const MCHAR *  filename ) [pure virtual]

Set the latest map file found.

Parameters:
[in] file The name of the map file.
virtual void SetUpAnimsForSave ( Tab< INode * > &  nodeTab,
BOOL  animatedTracks,
BOOL  includeConstraints,
BOOL  keyable,
Tab< NodeAndAnims > &  nodeAnims 
) const [pure virtual]

Sets up the anim list to be used for saving out an xml animation file.

Parameters:
[in] nodeTab Nodes you want to save out
[in] animatedTracks If TRUE will only included animated tracks in the list,
[in] includeConstraints If animatedTracks is TRUE and this is TRUE, constraints will be considered to be animated and thus also in the list.
[in] keyable If TRUE will only include keyable tracks in the list.
[out] nodeAnims The returned list of nodes and their anim tracks based upon the flags passed into the function.
See also:
NodeAndAnims
ILoadSaveAnimation::SaveAnimationNodeAnims
virtual void SetUpAnimsForLoad ( Tab< INode * > &  nodeTab,
BOOL  includePB2s,
Tab< NodeAndAnims > &  nodeAnims 
) const [pure virtual]

Sets up the anim list to be used for loading in an xml animation file or putting nodes and their tracks into the mixer.

Parameters:
[in] nodeTab Nodes you want to load
[in] includePB2s Whether or not to include param block2 tracks when loading in the animation.
[out] nodeAnims The returned list of nodes and their anim tracks based upon the flags passed into the function.
See also:
NodeAndAnims
IMixer8::AddMaxMixer
ILoadSaveAnimation::LoadAnimationNodeAnims
virtual void SetUpAnimsForMap ( Tab< INode * > &  nodeTab,
Tab< NodeAndAnims > &  nodeAnims 
) const [pure virtual]

Sets up the anim list to be used for mapping an xml animation file.

Parameters:
[in] nodeTab Nodes you want to map
[out] nodeAnims The returned list of nodes and their anim tracks
See also:
NodeAndAnims
ILoadSaveAnimation::CreateMapFileNodeAnims
virtual void LoadForMixing ( BOOL  flag ) const [pure virtual]

ILoadSaveAnimation ILoadSaveAnimation ILoadSaveAnimation ILoadSaveAnimation ILoadSaveAnimation ILoadSaveAnimation ILoadSaveAnimation ILoadSaveAnimation ILoadSaveAnimation ILoadSaveAnimation
ILoadSaveAnimation ILoadSaveAnimation ILoadSaveAnimation ILoadSaveAnimation ILoadSaveAnimation ILoadSaveAnimation ILoadSaveAnimation ILoadSaveAnimation ILoadSaveAnimation ILoadSaveAnimation