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Version: 0.15.0

Animation Sets

An Animation Set is a group of animations used for one purpose. There are two kinds: core and dynamic.

Core​

The animations every agent plays when it is not doing anything in particular.

ClipPlays when
IdleThe agent is standing still
MoveThe agent is walking. Blended in by speed
RotateThe agent is turning on the spot to face something

Core sets are grouped and ordered in the Animation Editor. Each group has requirements, and an agent takes the first group it meets the requirements of, so a job or a carried item can change how an agent stands and walks. The group is chosen when the agent starts and again each time it finishes an action.

Any clip can be left empty. With no rotate clip, a turning agent idles instead.

Dynamic​

The animations an action plays once the agent arrives. They are set on the behaviour tree node and contain a start, a middle and an end.

How it works​

When an agent performs an action, a run order of clips is made from the set. The Length Enforcement Mode on the node decides how long the order has to be. If the runtime needs to be longer than start, middle and end cover, the middle is repeated to get close to the desired time. Not every part has to be filled; the start can be left blank.

The clips play on a layer from the profile. The Layer dropdown on the animation group picks which. On a masked layer the clips drive only the bones in the mask, and the core set keeps playing everything else, so an agent can walk and carry at the same time.

Hold Last Pose keeps the final frame showing when the sequence ends instead of fading back to the core set. Use it for anything that ends somewhere the agent stays, such as sitting down.