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