Animation
HxEngine’s animation system covers skeletal animation driven by animation graphs, one-shot montages, and an editor storyboard timeline for sequencing.
Skeletal animation
Section titled “Skeletal animation”Skinned meshes are animated through a skeleton and an animation controller. Animation clips are bound to a skeleton (not a specific mesh), so a clip plays on any mesh that shares the skeleton. Skinning runs on the GPU.
Animation graphs
Section titled “Animation graphs”A two-level AnimGraph drives the final pose:
- A pose graph blends and layers animation.
- State machines with states, transitions and conditions control which animation
plays, parameterised at runtime (e.g. a
Speedparameter).
Montages & notifies
Section titled “Montages & notifies”- Montages play a one-shot animation with blend in/out over the base pose.
- Notifies fire events on a clip’s timeline — built-ins include playing a sound or spawning a VFX, and you can register your own.
Storyboard timeline
Section titled “Storyboard timeline”The editor’s storyboard sequences animation and events on a timeline, with keyframe editing, multi-select, marquee selection and full undo/redo — useful for cutscenes and scripted moments.