struct IFacialInstance { };
IFacialAnimation.h
IFacialInstance interface
virtual ~IFacialInstance();
virtual void EnableProceduralFacialAnimation(bool bEnable) = 0;
virtual IFaceState* GetFaceState() = 0;
virtual IFacialModel* GetFacialModel() = 0;
virtual bool IsPlaySequence(IFacialAnimSequence * pSequence, EFacialSequenceLayer layer) = 0;
virtual bool IsProceduralFacialAnimationEnabled() const = 0;
virtual void LipSyncWithSound(uint32 nSoundId, bool bStop = false) = 0;
Start/Stop Lip syncing with the sound.
virtual IFacialAnimSequence * LoadSequence(const char * sSequenceName, bool addToCache = true) = 0;
virtual void OnExpressionLibraryLoad() = 0;
virtual void PauseSequence(EFacialSequenceLayer layer, bool bPaused) = 0;
virtual void PlaySequence(IFacialAnimSequence * pSequence, EFacialSequenceLayer layer, bool bExclusive = false, bool bLooping = false) = 0;
virtual void PrecacheFacialExpression(const char * sSequenceName) = 0;
virtual void PreviewEffector(IFacialEffector * pEffector, float fWeight, float fBalance = 0.0f) = 0;
virtual void PreviewEffectors(IFacialEffector ** pEffectors, float * fWeights, float * fBalances, int nEffectorsCount) = 0;
virtual void SeekSequence(EFacialSequenceLayer layer, float fTime) = 0;
Seek sequence current time to the specified time offset from the begining of sequence playback time.
virtual void SetForcedRotations(int numForcedRotations, CFacialAnimForcedRotationEntry* forcedRotations) = 0;
virtual void SetMasterCharacter(ICharacterInstance* pMasterInstance) = 0;
virtual void SetUseFrameRateLimiting(bool useFrameRateLimiting) = 0;
virtual uint32 StartEffectorChannel(IFacialEffector* pEffector, float fWeight, float fFadeTime, float fLifeTime = 0, int nRepeatCount = 0) = 0;
virtual void StopAllSequencesAndChannels() = 0;
virtual void StopEffectorChannel(uint32 nChannelID, float fFadeOutTime) = 0;
virtual void StopSequence(EFacialSequenceLayer layer) = 0;
virtual void TemporarilyEnableBoneRotationSmoothing() = 0;