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fixed doc links
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@@ -110,11 +110,9 @@ pub mod value;
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///
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/// # Examples
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///
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/// Usually, animations are created from the editor or some external tool and then imported in the engine. Before trying the example
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/// below, please read the docs for [`crate::scene::animation::AnimationPlayer`] node, it is much more convenient way of animating
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/// other nodes. The node can be created from the editor and you don't even need to write any code.
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///
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/// Use the following example code as a guide **only** if you need to create procedural animations:
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/// Usually, animations are created from the editor or some external tool and then imported in the engine.
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/// However, sometimes there's a need for procedural animations. Use the following example code as
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/// a guide **only** if you need to create procedural animations:
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///
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/// ```rust
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/// use fyrox_animation::{
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@@ -29,7 +29,7 @@ pub struct PlayAnimation<T: EntityId> {
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/// A handle to animation.
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pub animation: Handle<Animation<T>>,
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/// Output pose, it contains a filtered (see [`crate::animation::machine::LayerMask`] for more info) pose from
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/// Output pose, it contains a filtered (see [`crate::machine::LayerMask`] for more info) pose from
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/// the animation specified by the `animation` field.
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#[visit(skip)]
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#[reflect(hidden)]
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