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

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