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raylib.UpdateModelAnimationEx
JoeStrout edited this page Apr 29, 2026
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2 revisions
Update model animation data (vertex buffers / bone matrices) for a specific pose, defined by two different animations at specific frames blended together NOTE 1: Request frames could be fractional, using a lerp interpolation between two frames NOTE 2: Updated vertex animation data is uploaded to GPU in case of CPU skinning, for GPU skinning, bone matrices are uploaded to shader on DrawModelEx()
| Parameter | Default Value | Note |
|---|---|---|
| model | ||
| animationA | ||
| frameA | 0 | |
| animationB | ||
| frameB | 0 | |
| blend | 0 |
None.
camera = {position:[0,5,10], target:[0,0,0], up:[0,1,0], fovy:45, projection:raylib.CAMERA_PERSPECTIVE}
raylib.InitWindow 800, 600, "UpdateModelAnimationEx"
model = raylib.LoadModel("character.glb")
anims = raylib.LoadModelAnimations("character.glb")
frameA = 0
frameB = 10
while not raylib.WindowShouldClose
frameA = (frameA + 1) % anims[0].frameCount
raylib.UpdateModelAnimationEx model, anims[0], frameA, anims[0], frameB, 0.5
raylib.BeginDrawing
raylib.ClearBackground raylib.RAYWHITE
raylib.BeginMode3D camera
raylib.DrawGrid 10, 1.0
raylib.DrawModel model, [0,0,0], 1.0, raylib.WHITE
raylib.EndMode3D
raylib.EndDrawing
end while
raylib.UnloadModelAnimations anims
raylib.UnloadModel model
raylib.CloseWindow