Depending on the exact need, we’ve seen animation tracked a couple different ways. When tracking animation work that needs to be done for a single Asset, that’s typically done as Tasks on that Asset (e.g. cycles specific to that character, unique gestures, etc.). Those Tasks are named after the animation itself.
For something more broadly used, say walk and run cycles that are shared between lots of different characters, then a unique Asset of type “Animation” is made, and then “Walk” and “Run” Tasks which belong to the Animation pipeline step are added to that Asset.
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