AnimationSource
Attach to a skinned mesh entity and choose a normal Zero animation asset. Direct binding matches exact bone names and requires every target bone to have a clip channel. Retarget binding uses Zero's rig profiles and optional sourceRig. It reports matched/total bones and refuses ze…
AnimationSource
Attach to a skinned mesh entity and choose a normal Zero animation asset. Direct binding matches exact bone names and requires every target bone to have a clip channel. Retarget binding uses Zero's rig profiles and optional sourceRig. It reports matched/total bones and refuses zero coverage. Use one pose-writing animation component per skinned body; remove competing ClipPlayer/AnimGraph owners.
The owned entity advances synchronized playhead; replicas sample that same state. playing, looping, speed and playhead are ordinary editable fields. Pausing playing holds the current pose. Clip/rig/binding or skeleton definition changes rebuild the graph; rebind() also rebuilds after an asset's content is edited in place. PoseTarget reads the resulting animated joints for physical Drive targets. No default character, stock animation or rider body is instantiated.
Scoped to this part · feeds back into the world's score.