animation.assetType
A single animation clip, as a composite asset. The folder `<name>.animation/` carries:
animation asset type
A single animation clip, as a composite asset. The folder <name>.animation/
carries:
data.zanim— the engine-native binary clip payload (bincodeAnimAsset): bone-named tracks, duration, channels. This is the asset's primary; consumers reference the.animationasset's guid, never this inner file. Parallel to how.meshcarriesdata.zmsh.humanoid.profile(optional) — the editable retarget holder: the clip's source-rig role↔bone map, so any humanoid rig can consume the clip. Written by the retarget setup (animation.onCreatepath), inspectable and hot-reloaded.
Clips are produced by the model importers (model, model_animation),
which decode embedded animation tracks and call
asset.create("animation", name, { bytes }). Bare .anim files are the legacy
shape; the .animation composite supersedes them (existing .anim guids are
inherited by their migrated .animation asset so references keep resolving).
In the Inspector
Selecting an animation opens its Clip section, decoded from data.zanim once per payload version. It reports the clip's name, duration in seconds, channel and bone counts, and, when the clip is tagged, whether it is humanoid. It links the rig named in source_rig.json and lists the clip's bones. An animation with no data.zanim says so.
Scoped to this part · feeds back into the world's score.