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Core Concepts

Montage positions are stored from 0% to 100% instead of as absolute seconds. This has two consequences:

  • changing playback speed keeps markers at the same relative point in the animation; and
  • replacing a clip with one of a different length does not require every marker to be retimed.

For example, an event at 30% remains at 30% even when the clip duration changes.

The player follows this cycle:

Idle → Blending In → Active Playback → Blending Out → Idle

During active playback, the Player advances the normalized playhead and evaluates authored timeline elements.

Mode Intended behavior Examples
Gesture Temporary one-shot layered over locomotion, then blended out. Drinking, opening a chest, reloading, rolling.
State Sustained animation or stance that remains active until exited. Limping, crawling, carrying an object, aiming.

Gesture-mode Montage preview with the normalized playhead and humanoid preview model

State mode supports a main state plus dedicated entry and exit clips. The timeline can expose separate entry and exit segments so each phase can carry its own point events.

State mode selected in the Montage playback settings

State-mode timeline with separate entry and exit clips

Entry and exit clip, avatar mask, and root-motion settings

Translation and rotation from Unity root motion blend with Game Creator locomotion. Test the result with the project’s Character, animation clips, and locomotion setup.

Montages can target animation layers and use Unity Avatar Masks. This is intended for cases such as an upper-body interaction that continues while lower-body locomotion remains active.

Montage settings include interruptibility, priority, conflict behavior, blend durations, and an option to require a cancel window.

Interruption and canceling settings for a Montage

Use Windows to define the part of playback in which an interrupt is allowed.