Use the
skill first. Never guess clip or joint names.
Clamp every 1D blend parameter to the first and last child points before updating it. PlayCanvas
does not clamp values outside that span: every child can receive zero weight and synchronized clips
can receive non-finite speeds, freezing the pose. Exercise the first, interior, and last blend
points with real gameplay input.
For each source
entry, remove its final
,
,
, or
suffix and match the remaining path against the destination's
. The top-level
model root may differ; the remaining parent chain must match. Equal joint counts or similar bone
names are insufficient. Confirm the result in the running app as the
skill
describes; frozen, partial, or exploded motion means the rigs are incompatible.
An assigned clip, active state, or advancing state time does not prove that the skeleton is moving.
For clips expected to move, sample the local position or rotation of two non-root joints over
several rendered frames. Require a finite animation speed, active-state time, and progress, and
confirm pose changes at idle and at both ends of each blend tree. Zero joint motion indicates a
binding, playback, or blend-weight failure even when reported state names look correct.