Interface MovementAnimation

Hierarchy

  • MovementAnimation

Properties

idle: boolean

true: a triggerSceneEmote may take over; false: emotes are suppressed while this animation plays

loop: boolean

whether the clip repeats once it reaches the end

playbackTime?: number

if set, the engine seeks to this position (in seconds) this frame. Clear on subsequent frames to allow normal playback. The scene can read AvatarAnimationState.playback_time first to decide.

sounds: string[]

scene-relative paths to audio clips (.mp3/.ogg) to play this frame on the avatar audio bus. Fire-and-forget: each listed clip plays once per frame it appears; leaving a clip set for multiple frames re-triggers it. No stop mechanism. Use AvatarAnimationState.playback_time to trigger sounds at the right point in the clip (e.g. foot plants).

speed: number

playback speed multiplier (1.0 = clip's native rate)

src: string

scene-relative path to the gltf/glb asset (resolved via the scene content map)

transitionSeconds?: number

cross-fade duration when src changes; defaults to 0.2 when unset. Not applied to loop/speed/idle changes.