Seconds for the last frame of this animation. Non-looping animations won't play past this time. Looping animations will
loop back to TrackEntry.AnimationStart at this time. Defaults to the animation duration.
The time in seconds this animation was last applied. Some timelines use this for one-time triggers. Eg, when this
animation is applied, event timelines will fire all events between the animation last time (exclusive) and animation time
(inclusive). Defaults to -1 to ensure triggers on frame 0 happen the first time this animation is applied.
Uses TrackEntry.TrackTime to compute the animation time between TrackEntry.AnimationStart. and
TrackEntry.AnimationEnd. When the track time is 0, the animation time is equal to the animation start time.
When the mix percentage (mix time / mix duration) is less than the attachment threshold, attachment timelines for the
animation being mixed out will be applied. Defaults to 0, so attachment timelines are not applied for an animation being
mixed out.
Seconds to postpone playing the animation. When a track entry is the current track entry, delay postpones incrementing
the track time. When a track entry is queued, delay is the time from the start of the previous animation to when the
track entry will become the current track entry.
When the mix percentage (mix time / mix duration) is less than the draw order threshold, draw order timelines for the
animation being mixed out will be applied. Defaults to 0, so draw order timelines are not applied for an animation being
mixed out.
When the mix percentage (mix time / mix duration) is less than the event threshold, event timelines for the animation
being mixed out will be applied. Defaults to 0, so event timelines are not applied for an animation being mixed out.
Seconds for mixing from the previous animation to this animation. Defaults to the value provided by
AnimationStateData based on the animation before this animation (if any).
The track entry for the previous animation when mixing from the previous animation to this animation, or NULL if no
mixing is currently occuring. When mixing from multiple animations, MixingFrom makes up a double linked list with MixingTo.
The track entry for the next animation when mixing from this animation, or NULL if no mixing is currently occuring.
When mixing from multiple animations, MixingTo makes up a double linked list with MixingFrom.
Seconds from 0 to the mix duration when mixing from the previous animation to this animation. May be slightly more than
TrackEntry.MixDuration when the mix is complete.
The track time in seconds when this animation will be removed from the track. Defaults to the animation duration for
non-looping animations and to int.MaxValue for looping animations. If the track end time is reached and no
other animations are queued for playback, and mixing from any previous animations is complete, properties keyed by the animation,
are set to the setup pose and the track is cleared.
Current time in seconds this track entry has been the current track entry. The track time determines
TrackEntry.AnimationTime. The track time can be set to start the animation at a time other than 0, without affecting looping.
Resets the rotation directions for mixing this entry's rotate timelines. This can be useful to avoid bones rotating the
long way around when using alpha and starting animations on other tracks.