Animation system for actor

This overview introduces the structure of the animation system and provides links to detailed documentation for each component.

Animation System overview

The animation system in Gem RTS is responsible for controlling and switching animations for actor entities with complex skeletal rigs, such as human, animal, or horse. It consists of two main components:

  • Finite State Machine (FSM) — defines the current logical state of the actor based on external control requests.

  • Animation Selector — determines which animation to play based on the actor’s current state and context.

FSM ensures consistent state transitions, while the Selector maps each request or state to an appropriate animation based on conditions defined in configuration files.

Interaction between FSM and Animation Selector for animation control in Gem RTS

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Explains how states are defined, how transitions work, and how external systems interact with FSM.

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Describes how to assign animations to states, define conditional playback logic, and structure selector files.

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