Sets the outgoing weight for this key. The outgoing weight affects the slope of the curve from this key to the next key.
The weight is a value between 0 and 1. Set weightedMode to WeightedMode.Out or WeightedMode.Both to include weight when calculating the slope of the outgoing curve.
See Also: inWeight.
#pragma strict public class KeyFrameWeightExample extends MonoBehaviour { var animCurve: AnimationCurve = null; function Start() { var ks: Keyframe[] = new Keyframe[3]; ks[0] = new Keyframe(0, 0); ks[0].weightedMode = WeightedMode.Out; ks[0].outWeight = 0.5f; ks[1] = new Keyframe(4, 0); ks[1].weightedMode = WeightedMode.Out; ks[1].outWeight = 0f; // Zero weight. The segment will be linear if next keyframe inWeight is also zero. ks[2] = new Keyframe(6, 0); ks[2].weightedMode = WeightedMode.Out; ks[2].outWeight = 1f / 3f; // 1/3 is the default weight in WeightedMode.None weightedMode. animCurve = new AnimationCurve(ks); } function Update() { if (animCurve != null) transform.position = new Vector3(Time.time, animCurve.Evaluate(Time.time), 0); } }
using UnityEngine;
public class KeyFrameWeightExample : MonoBehaviour { AnimationCurve animCurve = null;
void Start() { Keyframe[] ks = new Keyframe[3];
ks[0] = new Keyframe(0, 0); ks[0].weightedMode = WeightedMode.Out; ks[0].outWeight = 0.5f;
ks[1] = new Keyframe(4, 0); ks[1].weightedMode = WeightedMode.Out; ks[1].outWeight = 0f; // Zero weight. The segment will be linear if next keyframe inWeight is also zero.
ks[2] = new Keyframe(6, 0); ks[2].weightedMode = WeightedMode.Out; ks[2].outWeight = 1f / 3f; // 1/3 is the default weight in WeightedMode.None weightedMode.
animCurve = new AnimationCurve(ks); }
void Update() { if (animCurve != null) transform.position = new Vector3(Time.time, animCurve.Evaluate(Time.time), 0); } }
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