Comments (2)
For the gesture animations we provide in gesture.glb, we created the animations with a loop-able segment in the middle of each clip where the host is in the full posture of the gesture. The config options serve 2 purposes - first they provide the start and end frames to be able to split each clip so we can extract that looping hold. The other purpose is to configure a specific animation type called a QueueState. This type of animation allows you to define N-number of sub-animations. When a QueueState animation is played, it will play each sub-animation in sequence until it reaches the end of its animation queue or is interrupted by a different animation. The queue will automatically advance for animations that do not loop infinitely. Because of this, we have a 'holdTime' parameter in the GestureFeature that allows you to specify how many seconds a QueueState gesture animation will stay in an infinitely looping sub-animation before the GestureFeature advances the QueueState to the next sub-animation. You are not required to use QueueStates for gestures, it is completely optional. We demonstrate this with the emote animations, which are just regular SingleState animations. We do not support executing sub-animations manually. However if you wanted to force a QueueState to progress to the next sub-animation while it is playing you can use AnimationFeature.playNextAnimation.
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@c-morten Thanks.
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