πΈAnimation Asset
This section explains how to use Animation Assets.
Overview
An Animation Asset is a ScriptableObject that stores an Animation Clip and the properties that define how CAS plays it:

Clip β the Animation Clip to play.
Mask β the bones affected by this animation.
Ease Mode β easing function for blend in/out.
Blend In/Out Time β seconds to blend in/out.
Play Rate β playback speed multiplier.
Is Additive β apply the animation additively.
Auto Blend Out β automatically blend out on completion.
Slot β where to play this animation in the layered blending.
Tip: Create a new Animation Asset via Create βΈ KINEMATION βΈ CAS βΈ Animation Asset.
Animation Slots
Animation Slots define where a clip is applied in the animation graph. By default, there are three:
Default Overlay
Overlay
Full Body
Each slot applies at a different stage of the graph.

Default Overlay
Use for general animations when you want to preserve Dynamic Bones.
Example: If a Dynamic Bone positions the weapon and you want its result preserved, use Default Overlay.
Overlay
Applied after Default Overlay. Use when the animation should affect Dynamic Bones.
Example: For a reload animation that should drive the weaponβs Dynamic Bone, use Overlay.
Full Body
Applied after blending; affects the whole character pose. Use for full-body animations (e.g., climbing).
Post Full Body
Applied after Full Body; plays on top of the final character pose.
Example: Parkour motions, like climbing or vaulting.
Use the Character Animation Component to play or stop an Animation Asset:
Custom Events
You can bind custom events to an animation asset by supplying an array of AnimationMixerEvent objects.
Example:
The AnimationMixerEvent struct has a very simple constructor.
The callback has the following signature.
animationAssetβ The animation asset that triggers the event.normalizedTimeβ The normalized playback time [0..1] when the event is triggered.
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