The Animation system lets you play animations on entities. You can also create complicated animation blends, crossfades, and transitions using an Animation State Machine.

The animation system adds two new assets to The Machinery: Animation Clip and Animation State Machine as well as two new components: Animation Simple Player and Animation State Machine.

To get an animation into The Machinery you first export it from your DCC tool as FBX or another suitable file format. Then you import this using File > Import....

An Animation Clip is an asset created from an imported DCC animation asset that adds some additional data. First, you can set a range of the original animation to use for the clip, so you can cut up a long animation into several individual clips. Second, you can specify whether the animation should loop or not as well as its playback speed. You can use a negative playback speed to get a "reverse" animation.

Finally, you can specify a "locomotion" node for the animation. If you do, the delta motion of that node will be extracted from the animation and applied to the entity that animation is played on, instead of to that bone. This lets an animation "drive" the entity and is useful for things like walking and running animations. The locomotion node should typically be the root node of the skeleton. If the root mode is animated and you "don't" specify a locomotion node, the result will be that the root node "walks away" from the animation.

The Animation Simple Player Component is a component that you can add to an entity to play animations on it. The component lets you pick a single animation to play on the entity. This is useful when you want to play simple animations such as doors opening, coins spinning, flags waving, etc. If you want more control over the playback and be able to crossfade and blend between animations you should use an Animation State Machine instead.