Animations
Bone and keyframe animations
Animations store time-varying data (transforms, skeleton joints, blend shape weights, cameras).
How it works
- Channels: translation/rotation/scale curves per node; interpolation (step/linear/cubic).
- Clips: separate takes or actions; engines may blend clips with state machines.
- Baking: constraints/procedural motion often baked to keyframes on export.
Use cases
- Character locomotion and cinematics
- Camera paths and product turntables
- UI micro-interactions in real-time scenes
Interoperability notes
- Euler vs. quaternion rotations and axis conventions can change playback.
- Retargeting between rigs requires matching hierarchies/retarget maps.
- Keep clip names/durations consistent across exports for automation.