๐Ÿ”นArchitecture

This section explains CAS architecture.

Overview

Character Animation System relies on three systems:

  1. Layered Blending for naturally combining animations.

  2. Procedural Animation for dynamically modifying bones after the blending.

  3. Property Bindings for linking gameplay data with the animation system.

Character Animation Component controls execution for:

๐Ÿ”ธLayered Blendingchevron-right๐Ÿ”ธProcedural Animationchevron-right
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Playable graph structure in CAS.

Base Pose and Overlays

Base Pose is the standing idle animation. This pose will be subtracted from the Animator output and added to the character Overlay as a dynamic additive animation.

Overlay Pose is a weapon, item, or action character pose. In other words, it is a pose that we want to animate dynamically at runtime.

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An Overlay Animator Controller serves the same role as an Overlay Pose, and adds states and transitions for blending multiple overlays.

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Overlay Animator Controller example.

To access active Overlay Animator Controller in code, use:

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Overlay Animation Slot

This is a point in the playable graph where animations are played from code. You can learn more about slots and how to play animations from code here:

๐Ÿ”ธAnimation Assetchevron-right๐Ÿ”ธCharacter Animation Componentchevron-right

Animator Output

This is the output pose from the Animator Controller. CAS doesnโ€™t access the Animator directly โ€” it uses the current character pose.

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Procedural Animation

To find out more about procedural animation in CAS, see:

๐Ÿ”ธProcedural Animationchevron-right๐Ÿ”ธAnimation Modifierschevron-right

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