Animation Settings

Animation Settings
This part is the main part of the animation setting. The animation system of GMS is produced using the Modularization method and is mainly divided into 4 modules.
GMS provides default implementation for each module. You can refer Extension Guide to know how to add your own implementation.

Anim General Setting
This section contains some settings that are shared by all animation layers.
GMS introduces OffsetRoneBone
and Steering
technology for better turn-in-place and start-reface turn animations, so you need to enable EnableOffsetRootBoneRotation
.

Animation Layer - States Layer Settings
Here you can configure the animation resources used in various states of the animation blueprint. GMS supports two types of state animation layers: traditional state machines and motion matching (experimental, not officially supported).

You can also uncheck UseInstancedStatesSetting
, allowing you to directly reference an already configured data asset of type AnimLayerSetting_States_Default
.
Check "AnimLayer-DefaultLocomotion" for AnimLayerSetting_States_Default
implementation usage.
Animation Layer - Overlay Settings
Layering(Overlay) refers to blending existing animation resources to achieve more animation effects. Please refer Overlay System Details for more information.
GMS provides the following two types of overlay system by default:

Stack-based Overaly System
Stack-based layering is slightly more complex to configure but very powerful. It allows for the parallel blending of up to 10 different action overlays into different parts of the character's body under different Overlay Mode
.
Each "StackedOverlay" can specify a series of potential animation sequences (Overlays) that are selectively played when specified animation state nodes activated.
The following image shows the basic structure of the configuration:

Each overlay mode can be configured with up to 10 action overlay stacks (StackedOverlays), and each StackedOverlays element can be configured with the following content:

TargetAnimNodes determine where potential actions will be played when selected animationstate nodes activated, essentially acting as a switch. If the animation blueprint plays to the specified animation state node, it will consider the configured Overlays
.

Overlays is an array where each element is a potential overlay action (AnimData_Overlay
):

In a single overlay action, you can configure what action to play on which part of the character mesh, and the playback form (can be SequencePlayer
orSequenceEvaluator
), or the blending time of the action.
The blending mode can either specify the name of a BlendMask
that exists on the skeleton or use BranchFilters
.
TagQuery can configure tag requirements; if the actor's tags meet these requirements, the animation will be adopted.
Pose-based Overlay system
If you have used the Advanced Locomotion System V4, you should be familiar with this.
Pose-based layering allows you to specify different single-frame poses to blend with different body parts of the currently playing action under different OverlayMode
to achieve new animation effects.

This type of layering is controlled by animation curves (refer to Overlay System Details).
Animation Layer - View Layer Settings
Typically, you would use view layer settings in movement set settings that require aiming. The default implementation allows you to select an AimOffset
asset.

Animation Layer - Additive Layer Settings
Check provided project for more.
Animation Layer - Bone Control Layer Settings
Check provided project for more.