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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

ConceptUse forExamples
StateOngoing animation identity or modeLocomotion, stance, swimming, aiming pose
GestureTemporary action that can enter, play, and exitAttack, pickup, reload, cast, emote
MarkerGameplay timing tied to clip progressFoot 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

  1. Create Flow Core > Character > Gesture.
  2. Assign a Tag when several Gestures belong to one conflict group.
  3. Set Priority and the intended conflict behavior.
  4. Apply an AvatarMask when the action should affect only part of the body.
  5. Configure Entry, Main, and Exit segments as needed.
  6. Add motor overrides only where the action truly owns movement behavior.
  7. Play it from a graph with Character Play Gesture.
Image 04_03_01Screenshot production note

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

  1. Open the State or Gesture clip track that owns the event.
  2. Add a Marker at the required normalized time.
  3. Choose a semantic limb such as LeftFoot or RightHand, or assign a Custom ID such as hit, pickup, or release.
  4. Configure cooldown behavior when repeated crossings must be filtered.
  5. In the relevant event graph, filter the animation event by Marker route.
  6. Connect the gameplay Instructions that should run.
Image 04_03_02Screenshot production note

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.

flowchart LR F["Flow starts Gesture"] --> G["Gesture plays"] G --> M["Marker: hit"] M --> E["Event Graph"] E --> R["Gameplay 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.