Expand description
Animation State Machine for Proof Engine.
Full-featured hierarchical animation system:
- Named states with clip references, loop, speed, events
- Transitions with blend duration, conditions, interrupt rules
- Blend trees: 1D linear, 2D directional, additive
- Layered animation with per-bone masks and blend weights
- Root motion extraction and accumulation
- Sub-state machines (nested HSM)
- Sample-accurate animation events
Modules§
- clips
- Animation clips: keyframe tracks, sampling, clip registry, blend shapes, root motion.
- skeleton
- Skeletal animation primitives: bones, poses, skinning matrices, bone masks.
Structs§
- Anim
Channel - A named channel within a clip (e.g., “pos_x”, “rot_z”, “scale_y”).
- Anim
Clip - An animation clip: a named collection of channels over time.
- Anim
Curve - Hermite-interpolated keyframe curve (maps time → value).
- Anim
Event - An event fired at a specific normalized time within a clip.
- Anim
Layer - An independent layer in the animator, blended into the final pose.
- Anim
Param Set - Runtime parameter store driving state machine conditions.
- Anim
Presets - Pre-built state machine configurations for common character archetypes.
- Anim
State - A single state in the state machine.
- Anim
State Machine - Core hierarchical state machine.
- Anim
Transition - Transition from one state to another.
- Animator
- Top-level animator: holds layers, clips, and parameter set. This is the main entry point for animation.
- Animator
Builder - Ergonomic builder for constructing animators.
- Root
Motion Data - Per-frame root motion deltas baked from the root bone.
Enums§
- Blend
Tree - A blend tree node — either a leaf (clip) or a blend operation.
- Condition
- Condition evaluated against an
AnimParamSet. - Extrapolate
- Layer
Blend - State
Motion - What this state plays.