Skip to main content

Animation Sequences

Overview

The Animation Sequence is a composite animation asset based on the skeleton asset. It is created by the Animation Editor and provides advanced features on top of the skeleton such as Retargeting, Root Motion, Notify, Marker-based Syncing and Curve Editing.

An Animation Sequence can be played standalone in the pipeline directly, or used for composite assets such as Montage, Blend Space and Anim Tree.

Creating Animation Sequences

Click File -> Create to open the Asset Creating window to create an Animation Sequence asset.

image-20220909174949156

Asset Details

An Animation File needs to be specified in the Asset Details panel, and you can continue setting up the Animation Sequence by changing other items.

image-20220909174959666

PropertyDescription
Skeleton FileSource skeleton file path (Read only).
Animation FileAnimation file path.
Rate ScalePlay rate scaling factor.
Enable Root MotionEnable root motion or not.
Root Motion Root LockThe way to lock the root bone after the root motion is extracted.
  • Ref Pose: Use reference pose.
  • Anim First Frame: Use animation first frame.
  • 0: Use standardized transform.
Force Root LockForce locking of the root bone, regardless of whether root motion has been extracted.
Use Normalized Root Motion ScaleUse normalized root motion scaling (To avoid the effect of non-normalized scaling on root motion results).
TranslateLegacy root motion related extraction settings. Clear Z-Axis and Clear X,Z Axes can be chosen.
Additive Anim Type
  • No Additive: Additive Anim type or not.
  • Local Space: Data is in the local space.
  • Mesh Space: Data is in the mesh space.
Base Pose Type
  • Skeletal Mesh Animation Reference Pose: Reference pose (Target skeleton).
  • Selected Animation Scale: Specified animation.
  • Selected Animation Frame: Specified animation frame.
Base Pose Animation FileSpecified the animation file to use as the base pose.
Ref Frame IndexSpecified frame.
Sync GroupSync group.
Blend In TimeBlend in time.
Blend Out TimeBlend out time.
Blend Timing Mode
  • Use Absolute timing mode. Blend in and blend out time are not affected by the play rate;
  • Use Relative timing mode. Blend in and blend out time are affected by the play rate and vary proportionally to the animation duration.
Start TriggerStart playback trigger event.
End TriggerEnd playback trigger event.
Break TriggerBreak playback trigger event.
Loop TriggerLoop playback trigger event.
Custom Key ValueCustom key value.

Notifies

The Notify can locate specific points in Animation Sequences, and subsequently set events to occur at specific points to which Notifies are added.

The Notify typically adds effects such as sounds and particles to the Animation Sequence. It adds richness to the Animation Sequence and meets the needs of game creation in many ways.

image-20230518100249985

For more details on Notify, please refer to Animation Notifies.

Animation Curves

Attach curve data to the animation, and the curves can be blended with each other. The logic layer can use these curve data to drive different effects (e.g. drive the intensity of IK, drive the material values, etc.). Using animation curves to customize the animation data is the semantic description of the animation data.

image-20230511133005837

For more details about Notify, please refer to Animation Curves.