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Track Types

Overview

ActionSequence composes an action by combining multiple tracks based on a timeline. Each track is responsible for a specific type of direction. This document describes the structure of tracks, their common properties, and the functionality of each track type.

Basic Concepts

Image
Concept
Description

Track

A unit that defines a single function on the timeline. It consists of elements such as animation tracks, sound tracks, and event tracks.

Section

Data applied over a specific duration on the timeline. It has a start and end time and defines the direction or behavior executed within that range.

Keyframe

A value set at a specific point in time on the timeline. It is used when changing property values at a specific time.

Marker

A value set at a specific point in time on the timeline. Each marker has a unique key value, which is used to trigger actions at specific moments by connecting to script events.

Common Track Properties

Property
Description

Start Time

Indicates the start time of a section or the entire keyframe range. Sections can be edited, but keyframes are displayed as read-only and cannot be edited. (Keyframe timing must be adjusted by selecting individual keyframes.)

End Time

Indicates the end time of a section or the entire keyframe range. Sections can be edited, but keyframes are displayed as read-only and cannot be edited. (Keyframe timing must be adjusted by selecting individual keyframes.)

Is Enable

Indicates whether the track is enabled. The setting is applied to both the ActionSequence editor (editing stage) and runtime.

Track Types

Track
Function
Notes

Animation Track

A track that plays animations

Requires specifying an Animation Id

Sound Track

A track that plays sounds

Requires specifying a Sound Id

CameraShake Track

A track that applies camera shake

For preview, you must switch to the character camera view

Camera FOV Track

A track that controls camera FOV

For preview, you must switch to the character camera view

Camera Zoom Track

A track that controls camera zoom

For preview, you must switch to the character camera view

Control Track

A track that references objects under the ActionSequence to control properties such as position, rotation, and transparency

Target objects must be specified under the ActionSequence

Collision Track

A track that generates collision detection

Can consist of multiple markers, and each key is connected to a script event

Event Track

A track that triggers events at specific frames

Can consist of multiple markers, and each key is connected to a script event

Trigger Track

A track that triggers events with a start and end duration

Composed based on sections and connected to script events

Animation Track

A track that plays animations.

Track Properties

Property
Description

Ovdr Asset Id

Specifies the animation asset to play (ovdrassetid:// format). When an asset is assigned, the section length is automatically updated to match the animation length.

Blend in Time

Sets the blend duration based on the section start time for a smooth transition when switching animations.

Blend Out Time

Sets the blend duration based on the section end time for a smooth transition when switching animations.

Slot Type

Specifies the body region where the animation is applied.

  • Full Body: Applies the animation to the entire body.

  • Upper Body: Applies the animation only to the upper body.

  • Lower Body: Applies the animation only to the lower body.

Blend

Blend is a feature that ensures smooth transitions between animations by gradually fading out the previous animation and blending in the next animation.

  • Blend In: The transition range from the previous animation to the current animation

  • Blend Out: The transition range from the current animation to the next animation

Within the blend range, both the previous and next animations are applied simultaneously, and the weight changes over time to create a smooth transition. During this period, the original animation is not played at 100% as-is; instead, a blended result with another animation is applied.

As the blend duration increases, the portion where the original animation is fully expressed becomes shorter. Therefore, you should adjust the section length as needed to ensure the intended motion is properly represented. (Example: If a 3-second animation has Blend In/Out set to 1 second each, the portion where the original motion appears unchanged is about 1 second.)

The Blend In/Out values can be adjusted by dragging the left and right triangular handles that appear at the top of the section when the mouse cursor hovers over it. The position of each handle determines the duration of the blending interval.

Blending is applied only between the same SlotType (UpperBody ↔ UpperBody, LowerBody ↔ LowerBody). However, Full Body animations can blend with all SlotTypes.

Sound Track

A track that plays sounds.

Track Properties

Property
Description

Ovdr Asset Id

Specifies the sound asset to play (ovdrassetid:// format). When an asset is assigned, the section length is automatically updated to match the sound length.

Is 2DSound

Specifies how the sound is played.

  • false (2D): Plays at a constant volume regardless of position.

  • true (3D): Plays based on position, attached to the character.

(Attachment Offset) Is Attach

When Is 2DSound is true, determines whether the sound follows the character.

  • true: The sound is attached to the character and moves with it.

  • false: The sound plays at the character’s position at the time the ActionSequence starts.

(Attachment Offset) Relative Location

When Is 2DSound is true, sets the relative position of the sound based on the character.

(Attachment Offset) Relative Rotation

When Is 2DSound is true, sets the relative rotation of the sound based on the character.

Roll Off Max Distance

Sets the maximum distance at which the sound can be heard.

Roll Off Min Distance

Sets the minimum distance at which sound attenuation begins.

Roll Off Mode

Sets how sound attenuates over distance.

  • Inverse: Decreases inversely with distance.

  • Linear: Decreases linearly with distance.

  • Linear Square: Decreases proportional to the square of the distance.

  • Inverse Tapered: Reduces attenuation at close distances.

Fade in Time

Sets the fade-in time of the sound.

Fade Out Time

Sets the fade-out time of the sound.

Fade

Fade is a feature that smoothly transitions between sounds by gradually decreasing the volume of the current sound while increasing the volume of the next sound.

The Fade In/Out values can be adjusted by dragging the left and right triangular handles that appear at the top of the section when the mouse cursor hovers over it. The position of each handle determines the duration of the blending interval.

Fade is applied only between the same playback types (2D ↔ 2D, 3D ↔ 3D), and is not applied between different types.

Roll Off Mode

Each type of Roll Off Mode can be used as follows:

  • Inverse: Explosion sounds (the farther the player is, the more the sound gradually decreases)

  • Linear: Background music from a radio (sound decreases consistently with distance)

  • Linear Square: Gunfire (strong at close range, rapidly decreases at long distance)

  • Inverse Tapered: Wind sounds (sound decreases gradually at close range)

CameraShake Track

A track that applies camera shake.

Track Properties

Property
Description

Shake Type

Selects the type of camera shake. Each preset provides direction suited for specific situations.

  • Impact: Impact-based shake (used for general attacks, melee hits, explosions)

  • Recoil: Rotation-based shake from recoil (used for gunfire, hit reactions, combo attacks)

  • Horizontal Shake: Side-to-side shake (used for large monster movement, strong shockwaves)

  • Vertical Shake: Up-and-down shake (used for jump landings, falls, heavy object impacts)

  • Light: Short and subtle shake (used for weak attacks, quick hits)

  • Heavy: Strong and weighty shake (used for powerful attacks, heavy impacts)

  • Stab: Directional, thrust-like shake (used for stabbing attacks, instant impact effects)

  • Ultimate: Extremely strong explosive shake (used for ultimate skills, large-scale explosions, destruction effects)

  • Dizzy: Continuous disorienting shake (used for stun, debuff, or drunken states)

Scale

Adjusts the overall intensity of the camera shake. Higher values result in stronger shake effects.

Camera Preview

To preview camera-related tracks (Camera Shake, Camera FOV, Camera Zoom, etc.), you need to switch the view using the editor camera / character camera toggle button.

Reference

  • Camera effects at runtime are applied only to the Player who executed the ActionSequence.

  • If you change the Shake Type without modifying the section length, the section length is automatically updated to match the default duration of the selected preset.

  • The Light / Heavy / Stab / Ultimate / Dizzy presets vary significantly in intensity depending on the Duration value. To avoid unintended results, it is recommended to use them while keeping the section length at its default value.

Camera FOV Track

A track that controls the camera FOV.

Track Properties

Property
Description

Blend In

The time it takes for the camera value to smoothly transition from the player’s current camera setting (FOV) to the value set in the track when the track starts. The larger the value, the slower the transition.

Blend Out

The time it takes for the camera value to smoothly return from the track-applied value to the player’s default camera setting (FOV) when the track ends. The larger the value, the slower the return.

Keyframe Properties

In the Camera FOV Track, the Value field of a keyframe represents the camera’s FOV value.

Camera Preview

To preview camera-related tracks (Camera Shake, Camera FOV, Camera Zoom, etc.), you need to switch the view using the editor camera / character camera toggle button.

Notes

  • Unlike the Control Track, camera-related tracks do not retain their values after the last keyframe and are reset.

  • During camera direction, changing the camera FOV via scripts may be restricted.

Reference

  • At runtime, camera effects are applied only to the Player who executed the ActionSequence.

Camera Zoom Track

A track that controls the camera Zoom.

Track Properties

Property
Description

Blend In

The time it takes for the camera value to smoothly transition from the player’s current camera setting (Zoom) to the value set in the track when the track starts. The larger the value, the slower the transition.

Blend Out

The time it takes for the camera value to smoothly return from the track-applied value to the player’s default camera setting (Zoom) when the track ends. The larger the value, the slower the return.

Keyframe Properties

In the Camera Zoom Track, the Value field of a keyframe represents the camera’s Zoom value.

Camera Preview

To preview camera-related tracks (Camera Shake, Camera FOV, Camera Zoom, etc.), you need to switch the view using the editor camera / character camera toggle button.

Notes

  • Unlike the Control Track, camera-related tracks do not retain their values after the last keyframe and are reset.

  • During camera direction, changing the camera Zoom via scripts may be restricted.

Reference

  • At runtime, camera effects are applied only to the Player who executed the ActionSequence.

Control Track

A track that references objects under the ActionSequence to control properties such as position, rotation, and transparency.

Track Properties

Property
Description

(Attachment Offset) Socket Name

Specifies the socket name to use when attaching an object to a specific socket. If no socket is specified, it is attached to the default reference position. Available sockets can be found in the Rig Hierarchy shown in the Animation Editor.

(Attachment Offset) Is Attach

Determines whether the referenced object follows the character.

  • true: The referenced object is attached to the character and moves together with it.

  • false: The object is displayed at the character’s position at the time the ActionSequence is executed.

(Attachment Offset) Relative Location

Sets the relative position offset based on the referenced object or socket.

(Attachment Offset) Relative Rotation

Sets the relative rotation offset based on the referenced object or socket.

Ref Object

Specifies the target object to be controlled by the track. The properties of the selected object can be controlled using keyframes.

Referencing Objects

You can use the selection button in the Ref Object field to select an object under the ActionSequence from the Level Browser and assign it as a reference.

It is recommended to specify the top-level parent object as the reference target, rather than selecting individual child objects. For example, if a VFXPreset is structured under a Part, you should reference the Part instead of the VFXPreset.

If the referenced object is not displayed correctly in the Viewport after assignment, it will be properly updated after playing once or moving the scrubber. (This behavior is planned to be improved for immediate updates in the future.)

Notes

  • When adding objects under the ActionSequence, include only the objects that need to be controlled and make sure they are referenced in the Control Track. It is recommended to disable or remove collision settings for unused objects.

  • If objects are placed under the ActionSequence but are not referenced in the Control Track, they may be displayed incorrectly in the Viewport.

Reference Object Hierarchy Display

When a reference object is assigned, its hierarchical structure is displayed in the track based on that object. For example, if a Part object is referenced, its child objects such as VFXPreset are also displayed together.

This allows you to view and control the properties of multiple child elements simultaneously through a single reference.

Control Track Gizmo Editing

When a Control Track references an object that inherits from PVInstance (such as a Part or Model), you can select the referenced object—or any of its descendants that inherit from PVInstance—in the viewport and use gizmos to edit keyframes for its position, rotation, and scale.

Since ActionSequences are played relative to a character, the position and rotation of the referenced root object are evaluated relative to the character's origin within the ActionSequence.

The relative position and rotation of child objects within the referenced object are preserved. This allows complex objects, such as Models composed of multiple Parts, to maintain their intended structure during editing and playback.

Selecting Objects in the Viewport

  • You can select objects that inherit from PVInstance, such as Parts, MeshParts, and Models.

  • When a Model is selected, it can be edited as a single object.

    • If a Model has a PrimaryPart assigned, the gizmo is displayed relative to that object. Otherwise, the gizmo is displayed relative to the Model's center.

    • To select an individual object within a Model, hold Alt and click the object.

Keyframe Editing

Edits made using gizmos are saved as keyframe data only when the corresponding property already contains at least one keyframe.

  • If the Position, Rotation, or Scale property contains one or more keyframes, manipulating a gizmo while Record Mode is enabled will create a new keyframe or update an existing one at the current scrubber position.

  • When Record Mode is disabled, manipulating a gizmo does not create or modify any keyframes.

You can use gizmos to edit keyframes for the Size, RelativePosition, and RelativeRotation properties.

Gizmo Edit Mode

Shortcut
Function

Ctrl + 1

Select Tool

Ctrl + 2

Move Tool

Ctrl + 3

Scale Tool

Ctrl + 4

Rotate Tool

Configure Scale Inheritance

Right-click a Control Track and enable or disable Scale Inheritance from the context menu. When enabled, the track inherits the character's scale. The default value is True.

When enabled, the BasePart objects under the Control Track are scaled according to the character's size. When disabled, they retain their original size regardless of the character's scale.

Use Scale Inheritance in the More Options menu to enable or disable Scale Inheritance for all Control Tracks at once.

Keyframe Properties

The properties that can be controlled in keyframes vary depending on the type of the referenced object.

Instance Type
Supported Properties

Model

  • OriginPosition: Sets the position

  • OriginRotation: Sets the rotation

Part

  • Shape: Sets the shape of the part

  • Transparency: Sets transparency

  • CanCollide: Sets whether collision is enabled

  • CanTouch: Sets whether touch events are enabled

  • Size: Sets the size

  • OriginPosition: Sets the position

  • OriginRotation: Sets the rotation

MeshPart

  • Transparency: Sets transparency

  • CanCollide: Sets whether collision is enabled

  • CanTouch: Sets whether touch events are enabled

  • Size: Sets the size

  • OriginPosition: Sets the position

  • OriginRotation: Sets the rotation

ParticleEmitter

  • Enabled: Sets whether the effect is active

  • Rate: Sets the number of particles generated per second

  • Emit: Emits a specified number of particles

VFXPreset

  • Enable: Sets whether the effect is active

Notes

For objects referenced in the Control Track, the baseline for property values changes depending on whether keyframes are inserted.

Before inserting keyframes, the object’s current property values are used as the initial values. However, after inserting keyframes, the value of the first keyframe is applied as the default value regardless of the keyframe position.

Collision Track

A track that generates collision detection.

Marker Properties

Property
Description

Collision Event Name

Specifies the name of the event to be triggered when a collision occurs. The defined name can be used to identify collision events in scripts.

Collider Type

Specifies the type of collision shape to use.

  • Box: Uses a box-shaped collision area

  • Sphere: Uses a spherical collision area

  • Capsule: Uses a capsule-shaped collision area

  • Frustum: Uses a collision area that expands in a specific direction from a point

  • Raycast: Performs collision detection using a ray

Collider

A field for configuring detailed parameters such as size, radius, and length of the collision area based on the selected Collider Type

(Attachment Offset) Socket Name

Specifies the socket name to use when attaching the collider to a specific socket. Available sockets can be found in the Rig Hierarchy shown in the Animation Editor.

(Attachment Offset) Is Attach

Specifies whether to use a socket.

  • true: The Socket Name field is enabled

  • false: The Socket Name field is disabled

(Attachment Offset) Relative Location

Sets the relative position offset based on the referenced object or socket

(Attachment Offset) Relative Rotation

Sets the relative rotation offset based on the referenced object or socket

Collision Group

Specifies the Collision Group used for collision filtering. Collision behavior with other objects is determined based on the assigned group

Displaying Collision Areas in Play Test

In the Studio toolbar, enable Show Collision in the View tab to visualize collision areas in the Viewport when collision detection occurs during play. This allows you to more intuitively verify the actual collision range and behavior.

Event Track

A track that triggers events at specific frames.

Marker Properties

In the Event Track, the Value field of a marker specifies the name of the event to be triggered. The defined name can be used to identify the event in scripts.

Trigger Track

A track that triggers events with a defined start and end duration.

Track Properties

Property
Description

Trigger Name

You can set names to identify the events triggered when entering and exiting the trigger range. These names can be used in scripts or systems to handle the trigger.

Learn More: Script API

For ActionSequence execution and control, as well as Collision Track, Event Track, and Trigger Track related Script APIs, refer to the document below.

Running ActionSequences

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