animation_instance
v1.4.8
Plays a skeleton clip on the entity. A second clip can be set as the morph animation.
Find placed ones with s:animation_instance. See Filter.
Where you put it
Put it on an entity that already has that skeleton. Banners, cutscene characters, and birds use it.
What you set
Native panel. The banner prefab stores this order.
| Panel field | What to do with it |
|---|---|
| Skeleton Name | Skeleton to play on. |
| Animation Name | Clip name. |
| Morph Animation Name | Second clip. Opened banners and the father cutscene leave it empty. |
| Speed Multiplier | Clip speed. Opened banners and the father store 1. |
| Animation Phase | Start phase. Opened placements store 0. |
| Morph Animation Phase | Morph start phase. Opened placements store 0. |
| Freeze Animation | Checkbox. Every placement opened below stores off. |
What it does
The entity stores Animation Name on Skeleton Name. Morph Animation Name is a second clip when it is filled in. The bird stores Speed Multiplier 0.
Where it lives
Native script. The banner is Modules\Native\Prefabs\Banner.xml. Cutscene characters are in SandBox\Prefabs\cutscene_props.xml.
Examples
Dragon banner. Banner.xml, entity dragon_banner_animated. Skeleton dragon_banner_skeleton, clip banner_animated_end. Morph empty, speed 1, both phases 0, freeze off.
Cutscene father. cutscene_props.xml, entity father_character. Skeleton human_skeleton, clip act_cutscene_heir_coming_of_age_father. Morph empty, speed 1, freeze off. The entity is editor-only.
Flying bird, speed held at zero. Native\SceneObj\mp_sergeant_map_005. Entity Bird. Skeleton bird_skeleton. Animation Name and Morph Animation Name are both anim_bird_flying. Speed Multiplier is 0. A second Bird uses path name forest on its navigator and the same clip.