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    Interface AnimationControllerOptions

    Construction inputs for AnimationController.

    interface AnimationControllerOptions {
        authority?: Node;
        initialState?: string;
        liveInterrupt?: boolean;
        onStateChange?: StateChangeListener;
        parameters?: AnimationControllerParameters;
        speed?: number;
        states: Readonly<Record<string, AnimationStateInput>>;
        target: object;
        transitions?: readonly AnimationTransition[];
    }
    Index
    authority?: Node

    The node whose §42 authority gates this controller's transform writes. Inferred when target is a Node; declare it when the target is a material, a bare Transform, or any other object that carries no back-reference to a node.

    initialState?: string

    State to start in. Defaults to the first key of states.

    liveInterrupt?: boolean

    When true, interrupting a running cross-fade keeps sampling the previous source and destination plus the new destination (three live clips) instead of freezing the outgoing pose. A second interrupt still freezes, so the mix stays bounded at one interruption depth. Default false.

    onStateChange?: StateChangeListener

    Called when a transition fires, with the state being entered and the one being left — after the machine has switched, before the pose is written. Never called for entering the initial state, which is not a change.

    Declared parameters and their initial values. Default none.

    speed?: number

    Multiplier on every advance delta; finite and > 0. Default 1.

    states: Readonly<Record<string, AnimationStateInput>>

    The machine's states, keyed by name. Must be non-empty; the first key is the default AnimationControllerOptions.initialState.

    target: object

    Root object every track path is resolved against, exactly as a mixer's.

    transitions?: readonly AnimationTransition[]

    The machine's edges, scanned in this order (§33). Default none.