Animation Graph Asset
Create an Animation Graph asset to author skeletal animation playback. The Animation Controller Component evaluates it during simulation.

Asset Properties
- PreviewMesh: Skinned mesh used to preview the graph.
- PreviewSkeleton: Skeleton used for previewing, including a skeleton-only preview.
- IncludeGraphs: Additional animation graphs loaded with this graph. Use these to share reusable graph sections.
- AnimationClipMapping: Maps a Clip Name to a Clip asset. Sampling nodes select this name, rather than storing the clip asset directly.
Use descriptive names such as Idle, Walk, and Jump_Start. A character's Animation Clip Set can override these mappings at runtime. Preview mappings should use clips compatible with the preview skeleton.
Editing
Add nodes from the graph's context menu, select a node to edit its properties, and connect compatible output and input pins. Start with Sample Clip connected to Pose Result. The overview explains the data types.
A State Machine contains states; each state contains its own pose graph. Use the breadcrumb above the canvas to return to the containing graph.
Save and transform the asset before testing it in a scene. Assign the graph to the controller component's AnimGraph property.