ke.animation ============ Skeleton hierarchies, motion clips, pose state, and skinning helpers. Scene/render visual bridge classes are documented under ``kangengine.visual``. The native binding may still contain implementation types for these bridges, but the public ``kangengine.animation`` module removes them. Python code should use ``ke.visual.ArticulationVisual`` or ``ke.visual.SkeletalVisual`` for viewer-side objects. .. currentmodule:: kangengine.animation API overview ------------ .. autosummary:: :nosignatures: SkeletonTree SkeletonMotion SkeletonState Transform cpu_skin .. autofunction:: cpu_skin .. autofunction:: compute_skinning_matrices .. autofunction:: compute_skinning_matrices_into .. autoclass:: SkeletonTree .. autoclass:: SkeletonMotion :members: ``SkeletonMotion`` is the canonical public motion container. Importers such as ``BVHLoader`` and ``AMASSLoader`` return it directly; preprocessing code should construct edited clips with ``SkeletonMotion.from_arrays()``. Batched FK, linear/angular velocity, and acceleration arrays are computed through its ``global_*`` and ``root_*`` methods. .. autoclass:: Transform .. autoclass:: SkeletonState