BlendOutTime
F32 = 0.20000000298023224 The time over which the joint goes back to following the unit after the event has
ended, in seconds of real time. The fade is linear. 0 lets the joint go back in
one frame.
An animation event that keeps a joint pointing the same
way in the world while the unit turns. When the event starts, the client records the
rotation of the unit. On every frame after that, it turns the joint JointName back by
the amount the unit has turned since then. The joint and everything below it keep the
world orientation they had at the start of the event.
A typical use is an animation whose body must stay in place while the game turns the
unit, with JointName set to the root joint.
When the event ends, the correction fades out over BlendOutTime and the joint turns
to follow the unit again.
F32 = 0.20000000298023224 The time over which the joint goes back to following the unit after the event has
ended, in seconds of real time. The fade is linear. 0 lets the joint go back in
one frame.
Hash = "0x0" The joint to hold, as the hash of its name (FNV-1a 32 of the lowercased name).