how can I get at the timeline for an action from LUA
Posted: Thu Feb 18, 2016 4:24 pm
what I want to do is, from a script, find out what items (points, bones ...) are being manipulated in an action.
Put another way, if I look at, say, the position animation channels of all the points in a mesh, I can see which ones are being moved.
(e.g. using if mesh:Point(j).fAnimPos:CountKeys() > 1 ...)
and the same code gives me the point motion keys in the action if I have the action timeline on screen.
What I can't figure out is how to access the animation channels in the timeline in an action without having the action timeline active in the workspace -- IOW doc:SetCurrentDocAction("action name") doesn't seem to work as I'd hoped?
Any one got any advice please?
Put another way, if I look at, say, the position animation channels of all the points in a mesh, I can see which ones are being moved.
(e.g. using if mesh:Point(j).fAnimPos:CountKeys() > 1 ...)
and the same code gives me the point motion keys in the action if I have the action timeline on screen.
What I can't figure out is how to access the animation channels in the timeline in an action without having the action timeline active in the workspace -- IOW doc:SetCurrentDocAction("action name") doesn't seem to work as I'd hoped?
Any one got any advice please?