Creates a new OutfitRenderer which makes it easy to render outfits
The authentication object, you should have one you use for everything
The outfit you want to render, it can be updated later by calling setOutfit()
The scene the outfit should be rendered in
OptionalanimationOptionalcurrentEvent is fired if a new outfit failed to load (specifically the Instance tree, not the rendering part)
Simple: Fired when, Instance tree = fail
Event is fired if a renderDesc fails to compile, it can be fired multiple times
Simple: Fired when, Rendering = fail
Event is fired when all the renderDescs have been compiled, if any renderDescs fail to render this wil never be fired (can only be fired after Instance tree is done)
Simple: Fired when, Instance tree = done & Rendering = done (AKA everything)
NOTE: If FLAGS.LAYERED_CLOTHING_COOLDOWN > 0 (non-default), this may be fired too early and later fire again
Event is fired if a new outfit successfully loaded (specifically the Instance tree, not the rendering part)
Simple: Fired when, Instance tree = done
OptionaloutfitUpdates the current rig, called internally by _updateOutfit()
Rerenders the current outfit, called internally by setOutfit() and constructor
Updates the animation once
OptionaldeltaTimeOverride: numberCenters camera on avatar
Calls destroy on the rig, stops animating and disconnects connections. The OutfitRenderer should not be interacted with after this
Prepares the OutfitRenderer to be used for a thumbnail, call IMMEDIATELY after creating the OutfitRenderer
true on success
Sets the current animation being played
The name of the animation, for example "idle", "run", "emote.1234" or "anim.1234"
If the animation started playing, it may start playing later if it has been queued despite returning false
Starts updating the animation of the outfit per frame
Stops updating the animation of the outfit per frame
Updates rendered particles so they face the camera without simulating them (usually used when generating thumbnails)
Example
Example on usage