ModelRenderer:GetAnimation, ModelRenderer:SetAnimation[]
[Animation] ModelRenderer:GetAnimation() ModelRenderer:SetAnimation( [Animation] animation )
Gets or sets the current animation for this model. It will start playing right away unless you called ModelRenderer:StopAnimationPlayback.
You can get animations to use with SetAnimation by calling CraftStudio.FindAsset
ModelRenderer:StartAnimationPlayback[]
ModelRenderer:StartAnimationPlayback( [boolean] loop=true)
Starts animation playback (provided it was stopped earlier with ModelRenderer:StopAnimationPlayback) or changes the way an animation plays back. Pass false to disable looping.
ModelRenderer:StopAnimationPlayback[]
ModelRenderer:StopAnimationPlayback()
Stops animation playback.
ModelRenderer:SetAnimationTime[]
ModelRenderer:SetAnimationTime( [number] time )
Sets the current animation time (in seconds).
You could call ModelRenderer:StopAnimationPlayback and then use this function to move forward / backward in time in a script.
Model animations are rendered at 30 frames per second. This means you can skip to the 3rd frame on an animation by using ModelRenderer:SetAnimationTime( 3 / 30 ) for instance.
ModelRenderer:IsAnimationPlaying[]
[boolean] ModelRenderer:IsAnimationPlaying()
Returns true if an animation is currently playing.
ModelRenderer:GetModel, ModelRenderer:SetModel[]
[Model] ModelRenderer:GetModel() ModelRenderer:SetModel( [Model] model to display, [boolean] clear animation=true )
Gets or sets the displayed model. You can get a model to display with CraftStudio.FindAsset.
ModelRenderer:GetOpacity, ModelRenderer:SetOpacity[]
[number] ModelRenderer:GetOpacity() ModelRenderer:SetOpacity( [number] opacity )
Gets or sets the model renderer's opacity (between 0.0 and 1.0)
ModelRenderer:GetBlockTransform[]
[table] ModelRenderer:GetBlockTransform( [string] block name )
Returns a table with position and orientation keys containing the specified model block's current position and orientation ( "[table].position" and "[table].orientation").
This method is useful for making a weapon or tool follow an arm for instance.