-- List of property animation components that can be added in between properties
-- Rotation (Quaternion) Math
<SEP>
Rotate this one by another rotation (OutResult = InRotation1 * ?) <->
editor.ExternalUI.addCustomComponentConnectionBetweenInputOutput("BinaryQUATMathCom
ponent", "InRotation1", "OutResult",
{ Operation=propertyanimation.propmath.RotationOperationRotateFirstBySecond } ) <->
EditorOnly,PropIn=QUAT,PropOut=QUAT
Rotate another rotation by this one (OutResult = ? * InRotation1) <->
editor.ExternalUI.addCustomComponentConnectionBetweenInputOutput("BinaryQUATMathCom
ponent", "InRotation1", "OutResult",
{ Operation=propertyanimation.propmath.RotationOperationRotateSecondByFirst } ) <->
EditorOnly,PropIn=QUAT,PropOut=QUAT
<SEP>
Inverse rotation (InRotation.getInverse()) <->
editor.ExternalUI.addCustomComponentConnectionBetweenInputOutput("UnaryQUATMathComp
onent", "InRotation", "OutResult",
{ Operation=propertyanimation.propmath.UnaryQUATMathOperationGetInverse } ) <->
EditorOnly,PropIn=QUAT,PropOut=QUAT
<SEP>
Turn on global X-axis by ? degrees <->
editor.ExternalUI.addCustomComponentConnectionBetweenInputOutput("UnaryQUATMathComp
onent", "InRotation", "OutResult",
{ Operation=propertyanimation.propmath.UnaryQUATMathOperationTurnDegreesAxisX,
IsTurningGlobal=true } ) <-> EditorOnly,PropIn=QUAT,PropOut=QUAT
Turn on global y-axis by ? degrees <->
editor.ExternalUI.addCustomComponentConnectionBetweenInputOutput("UnaryQUATMathComp
onent", "InRotation", "OutResult",
{ Operation=propertyanimation.propmath.UnaryQUATMathOperationTurnDegreesAxisY,
IsTurningGlobal=true } ) <-> EditorOnly,PropIn=QUAT,PropOut=QUAT
Turn on global z-axis by ? degrees <->
editor.ExternalUI.addCustomComponentConnectionBetweenInputOutput("UnaryQUATMathComp
onent", "InRotation", "OutResult",
{ Operation=propertyanimation.propmath.UnaryQUATMathOperationTurnDegreesAxisZ,
IsTurningGlobal=true } ) <-> EditorOnly,PropIn=QUAT,PropOut=QUAT
<SEP>
Turn on local X-axis by ? degrees <->
editor.ExternalUI.addCustomComponentConnectionBetweenInputOutput("UnaryQUATMathComp
onent", "InRotation", "OutResult",
{ Operation=propertyanimation.propmath.UnaryQUATMathOperationTurnDegreesAxisX,
IsTurningGlobal=false } ) <-> EditorOnly,PropIn=QUAT,PropOut=QUAT
Turn on local y-axis by ? degrees <->
editor.ExternalUI.addCustomComponentConnectionBetweenInputOutput("UnaryQUATMathComp
onent", "InRotation", "OutResult",
{ Operation=propertyanimation.propmath.UnaryQUATMathOperationTurnDegreesAxisY,
IsTurningGlobal=false } ) <-> EditorOnly,PropIn=QUAT,PropOut=QUAT
Turn on local z-axis by ? degrees <->
editor.ExternalUI.addCustomComponentConnectionBetweenInputOutput("UnaryQUATMathComp
onent", "InRotation", "OutResult",
{ Operation=propertyanimation.propmath.UnaryQUATMathOperationTurnDegreesAxisZ,
IsTurningGlobal=false } ) <-> EditorOnly,PropIn=QUAT,PropOut=QUAT