<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Animation on GS_Play Gameplay Framework</title><link>https://gsplay.genomestudios.ca/categories/animation/</link><description>Recent content in Animation on GS_Play Gameplay Framework</description><generator>Hugo</generator><language>en-us</language><atom:link href="https://gsplay.genomestudios.ca/categories/animation/index.xml" rel="self" type="application/rss+xml"/><item><title>Locomotion</title><link>https://gsplay.genomestudios.ca/docs/the_basics/performer/performer_features/locomotion/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://gsplay.genomestudios.ca/docs/the_basics/performer/performer_features/locomotion/</guid><description>&lt;p&gt;The Velocity Locomotion Hook automatically drives animation blend parameters from an entity&amp;rsquo;s velocity. Instead of manually scripting animation state transitions, you attach this component and it reads the entity&amp;rsquo;s physics velocity each frame, writing the appropriate blend values to the animation system.&lt;/p&gt;
&lt;p&gt;For component properties, see the &lt;a href="../../../framework/performer/"&gt;Framework API reference&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;&lt;img src="https://gsplay.genomestudios.ca/images/unit/VelocityLocomotionHook.png" alt="Velocity Locomotion Hook component in the O3DE Inspector"&gt;&lt;/p&gt;
&lt;p&gt; &lt;/p&gt;
&lt;h2 id="contents"&gt;Contents&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;&lt;a href="#how-it-works"&gt;How It Works&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="#when-to-use"&gt;When to Use&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="#glossary"&gt;Glossary&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="#see-also"&gt;See Also&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;hr&gt;
&lt;h2 id="how-it-works"&gt;How It Works&lt;/h2&gt;
&lt;p&gt;The &lt;strong&gt;VelocityLocomotionHookComponent&lt;/strong&gt; runs on the tick bus. Each frame it:&lt;/p&gt;</description></item><item><title>UI Animation</title><link>https://gsplay.genomestudios.ca/docs/the_basics/ui/ui_animation/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://gsplay.genomestudios.ca/docs/the_basics/ui/ui_animation/</guid><description>&lt;p&gt;UI Animation extends the &lt;a href="../../core/systems/gs_motion/"&gt;GS_Motion&lt;/a&gt; system with 8 LyShine-specific animation tracks. Animations are authored as &lt;code&gt;.uiam&lt;/code&gt; (UI Animation Motion) assets in the O3DE Asset Editor and can be used for page transitions, button hover effects, and standalone component animation.&lt;/p&gt;
&lt;p&gt;For track type details, the domain extension pattern, and component internals, see the &lt;a href="../../../framework/ui/ui_animation/"&gt;Framework API reference&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;&lt;img src="https://gsplay.genomestudios.ca/images/ui/AnimationMotion.png" alt="UI Animation Motion asset in the O3DE Asset Editor"&gt;&lt;/p&gt;
&lt;p&gt; &lt;/p&gt;
&lt;h2 id="contents"&gt;Contents&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;&lt;a href="#available-tracks"&gt;Available Tracks&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="#where-used"&gt;Where Animations Are Used&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="#authoring"&gt;Authoring Animations&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="#proxy-targeting"&gt;Proxy Targeting&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="#quick-reference"&gt;Quick Reference&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="#glossary"&gt;Glossary&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="#see-also"&gt;See Also&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;hr&gt;
&lt;h2 id="available-tracks"&gt;Available Tracks&lt;/h2&gt;
&lt;p&gt;Each track animates a single LyShine property over time:&lt;/p&gt;</description></item><item><title>Motion System</title><link>https://gsplay.genomestudios.ca/docs/the_basics/core/systems/gs_motion/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://gsplay.genomestudios.ca/docs/the_basics/core/systems/gs_motion/</guid><description>&lt;p&gt;GS_Motion is a track-based animation engine built into GS_Core. It drives timed property changes — position, rotation, scale, color, opacity — through authored data assets rather than hand-coded interpolation scripts. Domain gems extend GS_Motion with their own track types: GS_UI adds 8 LyShine-specific tracks for UI animation, and GS_Juice adds transform and material tracks for game feel feedback.&lt;/p&gt;
&lt;p&gt;For architecture details, the domain extension pattern, and all track types, see the &lt;a href="../../../../framework/core/systems/gs_motion/"&gt;Framework API reference&lt;/a&gt;.&lt;/p&gt;</description></item><item><title>GS_Performer</title><link>https://gsplay.genomestudios.ca/docs/the_basics/performer/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://gsplay.genomestudios.ca/docs/the_basics/performer/</guid><description>&lt;p&gt;GS_Performer is the character presentation layer for GS_Play. It handles the visual side of any entity that needs to look like a character — whether that is a fully-rigged 3D mesh swapping equipment, a sprite-based billboard character, or an animated unit whose blend parameters track real movement velocity. GS_Performer sits above GS_Unit and GS_Core, consuming movement and game state events to keep visual output in sync with gameplay.&lt;/p&gt;
&lt;p&gt;For architecture details, component properties, and extending the system in C++, see the &lt;a href="../../framework/performer/"&gt;GS_Performer API&lt;/a&gt;.&lt;/p&gt;</description></item></channel></rss>