OptionalcollideXZ: CollideXZ
optional, like rpg.FreeMover stays unopinionated about collision
until a game wires one in - omitted, moveTo interpolates through open space with no
notion of terrain height or collision at all, same as before this existed.
the name of the clip currently playing, or null when none is
true when an animation clip of this name was imported with the model
Plays an imported animation clip by name, stopping whichever one was already playing.
A name the model has no clip for is a no-op, returning false, the same
degrade-to-nothing ActorAnimator/GridMover already use for a missing animation
rather than throwing over what is often just a naming mismatch between assets.
stops whichever imported clip is currently playing, if any
StaticbillboardStaticfromtypically loadModel3D's own animationGroups result field
Moves either a billboard sprite or imported mesh through continuous 3D world space, and - for an imported mesh - plays back whichever animation clips came baked into it.
loadModel3Dalready loads a glTF's ownanimationGroupsas part of its import result; this is what turns one of them into something a game can actually trigger, the way a walk cycle baked into a mesh needs to be, rather than leaving them loaded but unreachable.