C# (CSharp) FSO.Vitaboy Namespace

Nested Namespaces

FSO.Vitaboy.Model

Classes

Name Description
AdultVitaboyModel Wrapper class for SimAvatar with a default skeleton, "adult.skel".
Animation Represents an animation for a model.
AnimationHandle Handle to an animation.
AnimationMotion An animation consists of a number of motions that each move a bone. A motion can have properties associated with it, enumerated in a time property list, which has a list of properties.
Animator An animator is used to animate an avatar.
Appearance Represents an appearance for a model.
AppearanceBinding TypeID and FileID for a binding pointed to by an appearance.
Avatar The base class for all avatars in the game.
AvatarAppearanceInstance Holds bindings for an avatar.
AvatarBindingInstance Holds a mesh and texture for an avatar.
Binding Bindings points to meshes and appearances.
BlendData Blending data for a mesh/model.
Bone Bones are used to animate characters. They hold rotation and translation data.
BoneBinding A bone binding associates vertices and blende vertices with bones.
Gesture A gesture points to a purchasable outfit, which can be used to access the mesh and texture for the gesture.
Hand A hand is a collection of gestures.
HandGroup Hand groups collect together the various hand gesture appearances of the game. There are always exactly 18 appearances referenced in a hand group (3 skin colors × 2 hands × 3 gestures).
HandSet A hand set is a set of hands (left and right) for an appearance (light, dark or medium).
Mesh 3D Mesh.
Outfit Outfits collect together the light-, medium-, and dark-skinned versions of an appearance and associate them collectively with a hand group and a body region (head or body).
PropertyList Lists properties associated with a motion.
PropertyListItem An item in a skeleton's Property List.
PurchasableOutfit Purchasable outfits identify the outfits in the game which the user can purchase from a clothes rack and then change into using a wardrobe.
SimAvatar Represents all sims in the game.
Skeleton Skeletons specify the network of bones that can be moved by an animation to bend the applied meshes of a rendered character. Skeletons also provide non-animated default translation and rotation values for each bone.
TimePropertyList Lists property lists associated with a motion.
TimePropertyListItem Stores PropertyList instances and associates them with an ID.