Flow Character
States, Gestures & Markers
Separate sustained animation identity, bounded actions, and animation-timed gameplay events.
- Audience
- Animation and gameplay developers
- Time
- 15 minutes
- Requires
- A configured Flow Character and animation clips
- Modules
- Flow Character
On this page
Flow Character separates animation into three responsibilities. A State is sustained identity, a Gesture is a bounded action, and a Marker is a semantic event at an authored animation moment.
Choose the correct owner
| Concept | Use for | Examples |
|---|---|---|
| State | Ongoing animation identity or mode | Locomotion, stance, swimming, aiming pose |
| Gesture | Temporary action that can enter, play, and exit | Attack, pickup, reload, cast, emote |
| Marker | Gameplay timing tied to clip progress | Foot contact, hit frame, grab, release, landing |
Do not replace a Marker with a generic Wait when animation speed, blending, or clip selection can change. The Marker remains attached to the authored animation moment.
Video · 0:51Zombie Walk StateWatch a sustained locomotion State drive a visible character result.
Author a Gesture
- Create
Flow Core > Character > Gesture. - Assign a Tag when several Gestures belong to one conflict group.
- Set Priority and the intended conflict behavior.
- Apply an AvatarMask when the action should affect only part of the body.
- Configure Entry, Main, and Exit segments as needed.
- Add motor overrides only where the action truly owns movement behavior.
- Play it from a graph with
Character Play Gesture.
此处插图应该是 Gesture 资源 Inspector 的截图;显示 Tag、Priority、AvatarMask 以及 Entry/Main/Exit 三个片段,并框选 Main Clip 与冲突相关设置。
Add a Marker
- Open the State or Gesture clip track that owns the event.
- Add a Marker at the required normalized time.
- Choose a semantic limb such as
LeftFootorRightHand, or assign a Custom ID such ashit,pickup, orrelease. - Configure cooldown behavior when repeated crossings must be filtered.
- In the relevant event graph, filter the animation event by Marker route.
- Connect the gameplay Instructions that should run.
此处插图应该是动画 Clip Track 上 Marker 的编辑截图;Marker 位于一次手部接触时刻,Limb 为 RightHand、Custom ID 为 pickup,并在旁边展示对应 Event Graph 条件。
Coordinate with gameplay
For an attack, normal Flow can start the Gesture, the Marker can identify the hit frame, and Flow Stats can apply damage. The Gesture owns animation, the Marker owns timing, and Stats owns the numeric result.
Common mistakes
- Using a Gesture for locomotion that should persist as a State.
- Giving conflicting Gestures identical ownership without a Tag, mask, or priority rule.
- Applying a whole-Gesture motor override when only one clip segment owns the rule.
- Filtering a Marker with the wrong limb or custom ID.
- Evaluating Marker Conditions outside the character animation event context.