This tutorial will create an animation graph, with one state, which will play a specific animation when some signal is given. This tutorial will demonstrate this as one of the basic processes that you can perform with the 'Animation Graph'.
Create a view called 'Tutorial0'.
Create a state called 'FooAni'.
Create a node and name it.
Set general properties.
Set the parent state to 'Alive'.
Select the 'Allow selection', 'Include in game' and 'Can mix' check boxes.
Set a template and its properties.
A template is an xml file that specifies some essential parameters and exposes some configurable properties.
The 'IdleOneShot' is a template for playing an animation when it is in an idle state.
To check the details of a template, click *'Show template xml file...'.
Here, we specify the 'animation' property to some animation of the character.
Set up the input and the selection criteria of the state.
Set up the 'Signal' input.
Here, we'll use the Signal input.
Add 'PlayFooAniOnce' to the 'Key Properties'.
Set up the state's selection criteria.
You can see that there are already some criteria inherited for the parent state.
Now, change the 'Signal' criterion from 'Use Parent State' to 'Specified Value'.
As a value, set 'PlayFooAniOnce', which we added earlier.
Check it with 'State Query'.
Click Compile and load graph.
NOTE: You should specify at least the Action, Health, Item, Signal, and Stance criteria for the query to work correctly*.
Set the 'Signal' criterion to 'PlayFooAniOnce'.
Now click 'Perform search'.
Our 'FooAni' state is in the result (the number after ':' signifies the match rank. If there are several matches, one of the higher ranks is preferred).