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configure-animation

Use before playing, blending, or retargeting GLB animation clips in PlayCanvas, or when diagnosing T-pose, frozen playback, or binding failures.

中文简介正在准备中。当前显示原文说明。

查看安装方法

包含的文件(4)

  • SKILL.md1.7 KB
  • references/direct-engine.md1.3 KB
  • references/react.md1.3 KB
  • references/web-components.md957 B

SKILL.md(原文)

安装前可以查看交给 AI 代理的指令内容。

Animation setup

Get clip and joint names from inspect-glb; never guess them.

  • For one clip, use the surface's simple playback path. For blending, transitions, or events, adapt an AnimStateGraph from an official animation example with find-examples.
  • Put the anim component on or above the rendered skinned hierarchy, not on a separate pivot.
  • Clamp every 1D blend parameter to its first and last child points. The Engine does not; values outside the span zero every weight and can make synced speeds non-finite, freezing the pose.
  • Retarget only when each source animationTargets path, minus its .translation, .rotation, .scale, or .weights suffix, matches a destination nodePaths entry below the model root. Equal joint counts or similar names are not enough.
  • Scale a wrapper, never skinned bones.

Prove playback

An active state or advancing state time does not prove motion. Sample two non-root joints over several rendered frames (inspect-runtime) at idle and at both ends of each blend tree. Zero joint motion means a binding, playback, or blend-weight failure.

Diagnose

  • T-pose: no clip assigned, target paths differ, or the anim component sits outside the rendered hierarchy.
  • Frozen pose: an unclamped blend input or a non-finite speed.
  • Partial or exploded motion: incompatible rigs.

Read only the reference matching the code: direct Engine, React, or Web Components.

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