Animation States

There may be times when you want a linked object to behave in a certain way, depending on what the delegate is doing. Consider a flying bird, for example. When the delegate is pitched a certain way or travels at a certain speed, you’d want the bird’s wings to stay still so that the bird can glide. At other speeds or pitches, you’ll want the bird to beat its wings. This type of control over the animation is accomplished with animation states.

First you set up a reference object, identical to those linked to delegates, with various frame ranges performing different motions.

These frame ranges are called clips, and are used by animation states in much the same way that behavior states use behaviors. Each state is defined by various ...

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