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# This file is automatically generated. Please don't edit it manually.
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# To submit a bug report on the content, see
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# https://devforum.roblox.com/c/bug-reports/documentation-issues/72
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name: CurveAnimation
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type: class
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memory_category: Instances
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summary: |
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Stores animation data in the form of curves for each individual channel to
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animate.
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description: |
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`CurveAnimation` is a subtype of `Class.AnimationClip` consumed by Roblox's
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animation system. It stores animation data for each animated channel in a rig
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as a separate, individual curve. For example, `CurveAnimation` stores the
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position channel for an articulated joint as a `Class.Vector3Curve`, and it
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might store the rotation channel as a `Class.EulerRotationCurve` or
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`Class.RotationCurve`.
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#### Structure
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`CurveAnimation` stores curves in a hierarchical manner, matching the
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hierarchy of the structure of `Class.Motor6D|Motor6Ds` or `Class.Bone|Bones`
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in the animated model. Under each `CurveAnimation` instance lies a hierarchy
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of `Class.Folder` instances representing animated joints in the model. Under
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each such folder instance, several possible instances may exist. An instance
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named `Position` of type `Class.Vector3Curve` can drive the local translation
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of the `Class.Motor6D` or `Class.Bone` on the animated model, while an
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instance named `Rotation` of type `Class.EulerRotationCurve` or
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`Class.RotationCurve` can drive the local rotation of the `Class.Motor6D` or
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`Class.Bone` on the animated model.
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#### Partial matching of hierarchy
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You can match partial hierarchies to a model when playing a `CurveAnimation`
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in Roblox's animation system. This means that not all joints need to be
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present in the hierarchy for the existing joints to apply properly.
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Furthermore, you can match hierarchies in a "relative" manner. For example,
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the first child `Class.Folder` instance root can be `UpperTorso` and the
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animation system matches that to any existing sub-hierarchies in the model.
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#### Animating miscellaneous channels
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`CurveAnimation` can also animate other numerical values in a model. For
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example, you can animate FACS controls for facial animations by creating a
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`Class.Folder` under the `CurveAnimation` instance named after an existing
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`Class.FaceControls` instance in the model. Then, to animate individual facial
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controllers, you can store individual `Class.FloatCurve` instances named after
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the animated `Class.FaceControls` property.
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#### Usage when making animations
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As with other `Class.AnimationClip` types such as `Class.KeyframeSequence`,
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you must first upload `CurveAnimation` instances to Roblox before playing
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them. If you want to preview an animation before uploading it to Roblox, you
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can generate a temporary ID using
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`Class.AnimationClipProvider:RegisterAnimationClip()`; this generates a hash
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ID that you can use for localized animation testing.
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If you want to download the `CurveAnimation` corresponding to an existing
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uploaded animation using Luau scripts, use
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`Class.AnimationClipProvider:GetAnimationClipAsync()`.
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code_samples: []
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inherits:
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- AnimationClip
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descendants: []
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tags: []
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deprecation_message: ''
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properties: []
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methods: []
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events: []
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callbacks: []
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