MAB: Events & Animation Settings

The MeshAnimation asset is the heart of the animation system. Each .asset file represents a single, self-contained animation clip that has been processed by the Animation Baker. You can select any MeshAnimation asset in your Project window to view and edit its properties in the Inspector.


Animation Settings

These properties control the basic playback behavior of the animation clip.

  • Clip Name This is the string identifier for the animation. You will use this name in your scripts to call the Play() method on the MeshAnimator. For example, myAnimator.Play("Walk"). This name is taken from the original AnimationClip file during the baking process.
  • Frames This is a read-only list showing all the individual mesh frames that were baked by the Animation Baker. The number here will change depending on the length of the original animation and the Frame Sampling percentage you used. This field is populated automatically.
  • Frame Rate This determines the playback speed in frames per second. The baker calculates an appropriate frame rate based on the original clip’s length and the number of frames you chose to bake. You can adjust this value to speed up or slow down the animation.
  • Is Looping A simple checkbox that determines if the animation should restart from the beginning when it finishes. This is automatically set based on the „Loop Time“ setting of the original AnimationClip.

Events

The Events system allows you to trigger methods in your own scripts at precise moments during the animation. This is perfect for syncing gameplay logic like footstep sounds, particle effects, or dealing damage in an attack animation.

To add an event, click the + icon. Each event has three properties:

  • Function Name The name of the public method on any script attached to your character’s GameObject that you want to call.
  • Normalized Time This slider (from 0 to 1) determines when the event is triggered. 0 is the absolute beginning of the animation, 0.5 is the exact middle, and 1 is the end. Using a normalized value ensures that the event triggers at the correct relative time, even on LOD versions of the animation that have fewer frames.
  • Int Value An integer number that will be passed as a parameter to your function. This is useful for adding variation, for example, passing 0 for a left footstep sound and 1 for a right footstep.

Bone Animations

This section stores the baked transform data for any bones you chose to track in the Animation Baker. It is populated automatically and is used by the AttachmentPoint system.

  • Bone Name The name of the bone whose animation data is stored here (e.g., mixamorig:RightHand).
  • Frames A read-only list of the position and rotation data for that bone for every single frame of the animation. The AttachmentPoint script reads from this list at runtime to position itself correctly.