direct.actor.Actor¶
from direct.actor.Actor import Actor
Actor module: contains the Actor class.
See the Loading Actors and Animations page in the Programming Guide to learn more about loading animated models.
Inheritance diagram
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Bases:
DirectObject,NodePathActor class: Contains methods for creating, manipulating and playing animations on characters
- class AnimDef(filename=None, animBundle=None)[source]¶
Bases:
objectInstances of this class are stored within the AnimControlDict to track all of the animations associated with the Actor. This includes animations that have already been bound (these have a valid AnimControl) as well as those that have not yet been bound (for these, self.animControl is None).
There is a different AnimDef for each different part or sub-part, times each different animation in the AnimDict.
- class PartDef(partBundleNP, partBundleHandle, partModel)[source]¶
Bases:
objectInstances of this class are stored within the PartBundleDict to track all of the individual PartBundles associated with the Actor. In general, each separately loaded model file is a different PartBundle. This can include the multiple different LOD’s, as well as the multiple different pieces of a multipart Actor.
- class SubpartDef(truePartName, subset=PartSubset, empty)[source]¶
Bases:
objectInstances of this class are stored within the SubpartDict to track the existance of arbitrary sub-parts. These are designed to appear to the user to be identical to true “part” of a multi-part Actor, but in fact each subpart represents a subset of the joints of an existing part (which is accessible via a different name).
- allowAsyncBind = 1¶
- animLoaderOptions = LoaderOptions(LF_search | LF_report_errors | LF_convert_anim, TF_preload)¶
- mergeLODBundles = 1¶
- modelLoaderOptions = LoaderOptions(LF_search | LF_report_errors | LF_convert_skeleton, TF_preload)¶
- notify = <direct.directnotify.Notifier.Notifier object>¶
- partPrefix = '__Actor_'¶
- validateSubparts = 1¶