//! The machine a game poses a draw with: the states it moves between, what
//! each of them plays, and how far along that is.
//!
//! A game writes its states as a fieldless enum under [`AnimationStates`],
//! which states what each state plays — a clip looping, a clip once, two
//! blended, or one a value scrubs — and where the machine goes from there.
//! [`ctx.animate`](crate::TickContext::animate) runs an [`Animator`] of
//! those states against the game's own input, and
//! [`Instance::posed`](crate::mesh::Instance::posed) draws a mesh in the
//! pose it holds. No clip length and no time of a game's own crosses either
//! call: a state reads [`Progress`] and states a [`Transition`].
pub use Animator;
pub use Motion;
pub use Timed;
pub use Running;
pub use Progress;
pub use ;