FourError INVALID_APPLICATION_STATE — states is empty; a state
option is out of range; a transition names an undeclared state; a condition
names an undeclared parameter or tests it with the wrong kind of predicate;
a parameter name is declared in two kinds; or two states put tracks of
different value kinds on one path.
Number of animated channels (the union of every state's tracks). Valid before play — the specs are known at construction.
The active state's name — the destination while a transition runs, so conditions leaving it are what the machine evaluates next.
Always false — a state machine has no end (see
ControllerPlaybackState). Present because AnimationSystem advances
anything that satisfies Advanceable.
The AnimationController.speed multiplier.
The name of the state fading out, or undefined when no transition runs
or when the running one was interrupted (its source is then a frozen
pose, not a state).
Current playback state.
Clip-local seconds of the active state, wrapped on its clip duration (§9).
Seconds the active state has played, clamped to its total duration.
The object every track path is resolved against.
Whether a cross-fade is currently running.
The destination state's blend weight, in [0, 1]. 1 whenever no
transition is running, because the destination then owns the whole pose.
Detaches this controller from the §16 claim registry and from writing properties. AnimationLayerStack calls this before AnimationController.play so the stack is the sole writer.
Advances the machine by one step: move the clocks, finish a cross-fade that has run its length, evaluate the transitions leaving the active state, then write the pose.
That order is what makes exit time and automatic sequencing work — a
transition gated on exitTime fires on the step whose advanced clock
reaches it — and it means a transition firing this step poses at weight 0,
i.e. exactly the pose the previous step wrote.
A no-op unless the controller is "running"; a controller never advances
itself and never reads a clock (§33). Called by AnimationSystem with the
fixed delta.
Optionaloptions: ControllerAdvanceOptionsIndex of the channel on path, or -1 when this controller does not
animate it. Used by AnimationLayerStack.
Authored path of channel index.
Last evaluated pose of channel index. Valid after
AnimationController.play / AnimationController.advance.
Registers a clip-event listener (§16 (from, to] crossing). Returns an
unsubscriber. Events fire while a state or a contributing blend-tree child
plays forward; AnimationController.advance with { seek: true }
suppresses them.
Suspends advancing. A no-op unless the controller is "running".
Resolves one binding per channel, claims the properties (§16), captures the baselines, and writes the initial state's pose at state time 0.
A no-op on a controller that is not "idle" — §16 resolves bindings once,
and re-resolving them would silently redirect a running machine.
Resumes advancing. A no-op unless the controller is "paused".
Raises a declared trigger's latch. It stays raised until a transition that tests it fires, or AnimationController.resetTrigger clears it.
Stops the machine and releases every §16 property claim, leaving all animated values exactly where the last write put them.
A stopped controller never writes again and the properties it held are free
for another writer to claim without a conflict warning. A no-op on an
"idle" controller, which holds nothing.
§18's declarative animation state machine (§100 "state machines").
See the module header for the channel model, the transition semantics, the determinism argument, and what is staged.