# AnimSequence

<mark style="color:purple;">**AnimSequence**</mark> is an animation asset, which includes animation clip and settings for blending. To create a new one right-click <mark style="background-color:blue;">**Create->FPS Animator->AnimSequence.**</mark>

{% hint style="success" %}
**Tip:** you can also select multiple animations, and do the same to simplify the process and automatically create AnimSequences for your animations.
{% endhint %}

<figure><img src="broken-reference" alt="" width="312"><figcaption><p>Example asset from the demo</p></figcaption></figure>

* **Clip** - your animation clip.
* **Spine Rotation** - rotation offset applied to the spine root when animation is played.
* **Mask** - what bones will be animated. If null - the upper body will be used instead.
* **Blend Time** - defines time to blend in and out in seconds.
* **Curves** - list of the curve parameters, which will be modified in runtime.

<mark style="color:purple;">**AnimSequence**</mark> is used for playing animations and static poses. Let's see a difference between a static pose and an animation.

{% hint style="success" %}
**Tip:** static poses need only a Clip and a Blend Time to be specified. Everything else is ignored by the system.
{% endhint %}

{% tabs %}
{% tab title="Static Pose" %}

<figure><img src="broken-reference" alt="" width="315"><figcaption></figcaption></figure>

**Note:** only Clip and Blend Time is specified.
{% endtab %}

{% tab title="Animation" %}

<figure><img src="broken-reference" alt="" width="312"><figcaption></figcaption></figure>

All fields are specified.
{% endtab %}
{% endtabs %}

This is how the static pose animation clip looks like:

<figure><img src="broken-reference" alt="" width="377"><figcaption><p>Single-frame animation</p></figcaption></figure>

{% hint style="success" %}
**Tip:** you can create a static pose for your weapon by duplicating a reloading animation and deleting all frames except the first one.
{% endhint %}
