Describe animation rows binding by name in another container

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
adminandClaude Opus 5.5 committed 2026-10-05 11:16:54 +02:00
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@@ -4,7 +4,11 @@ inside it (a container's or scene's tree), and each row has **keys**: a frame nu
It is **played on an object** (`Play animation`), and its rows reach that object and what its
template placed inside it, so every placed instance of a container plays the same animation on its
own. A row reaches **into containers placed inside the root**, however deep — a container's row
names a path of template ids, which every instance resolves below itself. A scene animation reaches
names a path of template ids, which every instance resolves below itself. Played on an object of
**another container built alike**, a row whose ids are not there finds its object by the **names**
on the way down instead: a row on the root's `Sprite` reaches the `Sprite` of a slime and of a
skeleton alike, and one on `Weapon/Hitbox` goes level by level. A row whose name is missing at
some level, or taken twice, is skipped. A scene animation reaches
the scene's objects by id while that scene runs, the content of its placed containers included (the
same ids whether play bakes that content or the edit mode resolves it), and it can key the
**scene itself**: its own properties such as *Background*, but no position, since a scene is placed