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Overview

An Animation Asset is a ScriptableObject that stores an Animation Clip and the properties that define how CAS plays it:

Animation Asset example.

  • Clip — Animation Clip to play.
  • Mask — bones affected by this animation.
  • Ease Mode — easing function for blend in/out.
  • Blend In/Out Time — seconds to blend in/out.
  • Play Rate — playback speed multiplier.
  • Is Additive — apply the animation additively.
  • Auto Blend Out — automatically blend out on completion.
  • Slot — where to play this animation in the layered blending.
Tip: Create a new Animation Asset via Create ▸ KINEMATION ▸ CAS ▸ 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.

Slots.

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 weapon’s Dynamic Bone, use Overlay.

Full Body

Applied after blending; affects the whole character pose. Use for full-body animations (e.g., climbing). Use the Character Animation Component to play or stop an Animation Asset:
CharacterAnimationComponent.cs
ExampleClassHere.cs

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.
  • animationAsset — the animation asset that triggers the event.
  • normalizedTime — the normalized playback time [0..1] when the event is triggered.