Unfortunately, there's no way to determine which selection gets animated when using the "animate" command. (unless you have access to the model config, which is not accessible in-game), and the animation type, its range of motion, etc. are not accessible either.
```
object getAnimationParams "animationName"
```
This command can be useful when combined with the `ntersect` and `animate` commands to open building doors, as well as detecting its range and type of motion (e.g. rotating or sliding door, etc.)
The command should return these parameters:
```
class Animations
{
class FrontWheelR
{
type = "rotationX"; // The type of animation.
source = "wheel"; // The controller that provides input.
selection = "pravy predni"; // The name of the skeleton bone used.
axis = ""; // The name of the axis in the model.
memory = true; // Is the axis defined in the memory LOD of the model or not?
sourceAddress = "loop"; // Does the animation loop or not?
minValue = 0; // The minimum value of the motion range.
// i.e. The controller input when animation phase is 0.
maxValue = 1; // The maximum value of the motion range.
// i.e. The controller input when animation phase is 1.
angle0 = 0; // The starting angle of this animation, where the
// animation phase is minValue
angle1 = "rad -360"; // The ending angle of this animation,
}; // where the animation phase is maxValue
};
```
_____________________________________________
Requested commands:
```
getAnimationParams obj
```
returns an array of:
```
[
"AnimationName",
[
"selectionName", // selection it animates
"sourceName", // animation source, e.g. "wheel"
["rotationX", "loop"], // animation type and its sourceAddress
["axisName", true], // name of axis, and whether it's defined in the mem LOD
[0, 1], // minValue, maxValue
[0, 1], // phaseBeg, phaseEnd
// last element is anim values based on type:
// If rotation:
[0, 6.28] //angle0, angle1
// If translation:
[0, 10] //offset0, offset1
// If hide:
[0, 1] //hide value, unhide value
// If direct:
[[0,0,0], [0,0,1], 1, 2] // axis pos, axis dir, angle, offset
]
]
```
In addition, knowing the bone hierarchy would be useful as wellThese command can be useful when combined with the `intersect` and `animate` commands to open building doors, as well as detecting its range and type of motion (e.g. rotating or sliding door, etc.)
The following parameters are requested:
```
class Animations
{
class FrontWheelR
{
type = "rotationX"; // The type of animation.
source = "wheel"; // The controller that provides input.
selection = "pravy predni"; // The name of the skeleton bone used.
axis = ""; // The name of the axis in the model.
memory = true; // Is the axis defined in the memory LOD of the model or not?
sourceAddress = "loop"; // Does the animation loop or not?
minValue = 0; // The minimum value of the motion range.
// i.e. The controller input when animation phase is 0.
maxValue = 1; // The maximum value of the motion range.
// i.e. The controller input when animation phase is 1.
angle0 = 0; // The starting angle of this animation, where the
// animation phase is minValue
angle1 = "rad -360"; // The ending angle of this animation,
}; // where the animation phase is maxValue
};
```
_____________________________________________
Requested commands:
1.
```
getAnimationParams obj
```
returns an array of:
```
[
"AnimationName",
[
"selectionName", // selection it animates
"sourceName", // animation source, e.g. "wheel"
["rotationX", "loop"], // animation type and its sourceAddress
["axisName", true], // name of axis, and whether it's defined in the mem LOD
[0, 1], // minValue, maxValue
[0, 1], // phaseBeg, phaseEnd
// last element is anim values based on type:
// If rotation:
[0, 6.28] //angle0, angle1
// If translation:
[0, 10] //offset0, offset1
// If hide:
[0, 1] //hide value, unhide value
// If direct:
[[0,0,0], [0,0,1], 1, 2] // axis pos, axis dir, angle, offset
]
]
```
2. (optional) A binary command that returns the array of parameters for the specified animation:
```
object getAnimationParams "animationName"
```
Returns the array of anim parameter (see above)
3. In addition, knowing the bone hierarchy would be useful as well.
```
getObjectBones _obj
```
returns an array of `["bone", "parent"]` pairs