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Animation workspace ​

Read time 2 minutes

Open a native .animclip or .animset from the asset browser, a stage, or disk. The animation views use the shared document toolbar and graph canvas.

Preview ​

Enter a .model or .actor path above the viewport and press Enter, or use Model… to browse. Paths can refer to local files, the stage, or the configured game. Choose a model with a skeleton compatible with the animation.

Skeleton draws the actual animated joints without starting the native renderer. Drag to orbit, scroll to zoom, and use Frame to fit. HQ model uses the existing model renderer with resolved materials and textures. Play, scrub, loop, and change preview speed below either view. Preview speed and preview looping do not change the saved asset.

Animclips ​

The Animation tab edits the native loop flag and cycle count. Loop changes adjust duration to the native sample count; they do not resample poses.

Select an event in the list or timeline. Drag its marker to retime it, or enter its time in seconds. Event and locator fields accept names or 0x hashes. Radius and the Ignore blend out, Query only, and Repeat flags are editable. Add, duplicate, and remove events with undo/redo.

Existing native event payload bytes are retained. Duplicate retains a reference to the original payload; newly added events have no payload. Structured sound/VFX event payload creation and pose/key editing are not implemented yet. An event with a zero name hash can still contain native event data.

Animsets ​

Choose a driver on the left. The graph displays verified native nodes and connections with the native editor's category colors. Drag nodes to arrange the view; use Frame graph for the overview. Node positions are view state and do not modify native animation data.

Select a node to change its rate, assign a clip/group already in the set, or make it the driver's output. Drag a pose output to an existing input to reconnect it. Cycles are rejected. Driver looping, layer, and transition times are editable.

Use Preview node clip or double-click a reference in the Clips list. A clip group opens a variant/member chooser; this previews the chosen member rather than evaluating gameplay filters. An unresolved reference can be previewed by entering its .animclip path above the preview. Embedded clips currently require a separate clip file.

This first version edits existing graph layouts. Adding/removing native nodes and drivers, editing group filters/weights, and playing the complete blend/state graph are not implemented yet. Unsupported node layouts report an error and preserve their original native bytes.

Save ​

Save writes the current native asset, using the active stage for a game path. Save As… writes a native .animclip or .animset directly to a chosen file. No cinematic package or test folder is required. Undo/redo covers settings, events, node properties, and graph connections.

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