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Merge branch 'main' into patch-1
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content/en-us/reference/engine/classes/AnimationTrack.yaml

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@@ -601,24 +601,21 @@ methods:
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writeCapabilities: []
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- name: AnimationTrack:Stop
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summary: |
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Stops the `Class.AnimationTrack`. Once called playback of the
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`Class.AnimationTrack` will stop and the weight of the animation will move
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towards zero over a length of time specified by the optional fadeTime
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parameter.
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Stops the `Class.AnimationTrack`.
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description: |
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Stops the `Class.AnimationTrack`. Once called playback of the
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`Class.AnimationTrack` will stop and the weight of the animation will move
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towards zero over a length of time specified by the optional fadeTime
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parameter.
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For example, if Stop is called with a fadeTime of 2 seconds it will take
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two seconds for the weight of the `Class.AnimationTrack` to reach zero and
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its effects completely end. Please note this will be the case regardless
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of the initial weight of the animation.
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It is not recommended to use a fadeTime of 0 seconds to try to override
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this effect and end the animation immediately as presently, this causes
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the `Class.AnimationTrack` poses to freeze.
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Stops the `Class.AnimationTrack`. Once called, the weight of the animation
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will move towards zero over a length of time specified by the optional
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`fadeTime` parameter. For example, if `Stop()` is called with a `fadeTime`
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of `2`, it will take two seconds for the weight of the track to reach
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zero and its effects completely end. Please note this will be the case
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regardless of the initial weight of the animation.
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It is not recommended to use a `fadeTime` of `0` in an attempt to override
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this effect and end the animation immediately for `Class.Motor6D|Motor6Ds`
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that have their `Class.Motor.MaxVelocity` set to zero, as this causes
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the joints to freeze in place. If it must end immediately, ensure the
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`Class.Motor.MaxVelocity` of `Class.Motor6D|Motor6Ds` in your rig are
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high enough for them to snap properly.
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code_samples:
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- AnimationTrack-Stop
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parameters:

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