In this chapter, we reviewed game animation concepts and discussed external content creation tools that are needed to create animations. In addition to revisiting Geppetto, you were introduced to Mannequin, Lumberyard's animation tool. The complexities of Mannequin were broached with suggestions to explore the game engine's documentation for advanced uses of the system. Mannequin's user interface was fully explored.
We also took a preview of Flow Graphs, Lumberyard's visual scripting system. We used Flow Graphs to look behind the green curtain and learn how animations are governed. Both user-initiated and automatic animations were covered. This preview of Flow Graphs will serve as a nice primer for the next chapter.
In the next chapter, we will start creating gameplay. This will include a look at game logic, AI, and game physics. We will look at pre-built examples and create gameplay of our own.