Animations: a behavior hears the animations it played itself
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@@ -121,7 +121,10 @@ property the later start wins, and a behavior writing it in the same frame write
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so **`On animation finished`** fires in the frame a *Once* animation reaches its end, exactly once,
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with the object it played on as `object`. It is heard by the behaviors of that object's owner
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subtree — the object itself or one placed below the owner next to the behavior — and by a behavior
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without an owner for every object; its *Animation* setting narrows it to one.
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without an owner for every object; its *Animation* setting narrows it to one. A behavior also
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hears every animation it played itself, wherever that object stands: `Play animation` on the
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parent of the owner, or on an object across the scene, is heard by the behavior that asked for it.
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Two behaviors that both played it each hear it once.
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**Blend.** `Play animation` has a *blend (s)* port, 0 by default. Above 0, an animation that
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takes over fades in over that many seconds, whatever its frame rate: numbers and colours mix linearly from what the
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