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FPS Animation Framework Legacy
  • 👋Welcome!
  • ⭐Introduction
  • Tutorial
    • 🌟Getting started
      • 🏃‍♂️Character setup
      • 📷Camera setup
      • 🔶Layers setup
      • 🔷Controller setup
      • 🔫Weapon setup
    • 💻Integration
      • 🏃‍♂️Character
      • 🔫Weapon
      • 🔸Layers and animator
    • 🔥Animation Workflow
      • 🦿IK Rig
      • 🔧Character Animation
      • 🔧Weapon Animation
    • ❗Troubleshooting
      • ❔Issue with IK, Left Hand, ADS
      • ❔Broken Character Pose
      • ❔Spinning Character
      • ❔Left Hand IK Always Active
      • ❔Left Hand IK Error
      • ❔Transform NaN Error
  • Fundamentals
    • 🦾Animation System
      • 🔹Playables Sub-System
      • 🔹Curve-blending
      • 🔸AnimSequence
      • 🔸Weapon Bone
      • 🔸IK Animation System
      • 🔸Weapon Anim Asset
    • 🔶Animation Layers
      • Ads Layer
      • Left Hand IK Layer
      • Right Hand IK Layer
      • Locomotion Layer
      • Look Layer
      • Recoil Layer
      • Sway Layer
      • Leg IK
      • Weapon Collision
      • Slot Layer
      • Pose Blending
  • Tools
    • 🟢Validator Tool
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  1. Fundamentals
  2. Animation System

AnimSequence

In this section you will learn more about AnimSequence

PreviousCurve-blendingNextWeapon Bone

Last updated 1 year ago

AnimSequence is an animation asset, which includes animation clip and settings for blending. To create a new one right-click Create->FPS Animator->AnimSequence.

Tip: you can also select multiple animations, and do the same to simplify the process and automatically create AnimSequences for your animations.

  • 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.

AnimSequence is used for playing animations and static poses. Let's see a difference between a static pose and an animation.

Tip: static poses need only a Clip and a Blend Time to be specified. Everything else is ignored by the system.

Note: only Clip and Blend Time is specified.

All fields are specified.

This is how the static pose animation clip looks like:

Tip: you can create a static pose for your weapon by duplicating a reloading animation and deleting all frames except the first one.

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