The Production Loop
Choose semantic owner
-> choose source / baseline
-> Author local change
-> inspect local ownership
-> Audition resolved result
-> refine composition or child correction
-> Validate
-> Synchronize
-> verify PIE
Main Editor Surfaces
- Pose Structure: States, Context Overrides, Animation Overrides, and Neutral selection.
- Preview Viewport: Control Rig manipulation and visual verification.
- Source Animations: source selection, playback, and source-specific timelines.
- Curve Editor: transform and composition keys.
- Bone Influence: Overlay Weight, Source Motion, and Space Blend.
- Aim Offset: directional profile and point authoring.
- Inverse Kinematics: source-to-target bone mappings.
- Preview Scene: non-runtime reference props and meshes.
- Validation: actionable authoring and runtime-data findings.
Choose The Smallest Correct Owner
Before editing, decide whether the change belongs to the reusable State, a gameplay Context, or one Animation Override. Correct ownership is more important than making the current preview look right.
Author vs Audition
Author exposes the selected element’s local editable layer. Audition evaluates the resolved hierarchy and runtime-style composition. Use Author to create data and Audition to test behavior.
Selection Is Not Authoring
Viewport navigation, hierarchy selection, curve selection, or source selection must not create keys. Explicit key commands or Auto Key-enabled manipulation write authoring data.