|This class is available only when developing for Windows.|
Assembly: Microsoft.Xna.Framework.Content.Pipeline (in microsoft.xna.framework.content.pipeline.dll)
An animation contains a collection of data channels, describing a complete set of movement for any number of bones or rigid objects. The channels are stored in the Animations dictionary. For character skinning, the animation data is usually attached to the root of a bone hierarchy. However, it can potentially belong to any node. For example, when used for rigid body animation.