Creature Kit v1.1 Procedural Creature Creation for Unity
Search Results for

    Show / Hide Table of Contents
    Documentation
    Home Animation Channels Guide Clips Guide No-Code Guide API Reference

    Class BeastAnimator

    Unity component used by application code to play Beast clips and drive Beast animation channels.

    Inheritance
    object
    BeastAnimator
    Namespace: CreatureKit.Beasts.Animation
    Assembly: CreatureKit.Beasts.Animation.Runtime.dll
    Syntax
    public sealed class BeastAnimator : MonoBehaviour
    Remarks

    Add this component to a Beast or to a parent object that can resolve a single child Beast. Clips provide high-level actions such as idle, walk, and rush. Channel methods provide direct control over one animated part family, such as eyes, ears, body, head, tail, mouth, or neck.

    Most channel methods use normalized weights from 0 to 1. Angle parameters are expressed in degrees. Phase offsets are normalized cycle offsets, where 1 means one full animation cycle. Direct pose methods take ownership of their channel until the pose is reset or the channel is stopped.

    Constructors

    BeastAnimator()

    Declaration
    public BeastAnimator()

    Properties

    ClipIsPlaying

    Gets whether a clip is currently playing.

    Declaration
    public bool ClipIsPlaying { get; }
    Property Value
    Type Description
    bool

    CurrentAnimation

    Gets the clip currently selected by the animation runtime.

    Declaration
    public BeastAnimationClip CurrentAnimation { get; }
    Property Value
    Type Description
    BeastAnimationClip

    Idle

    Gets the editable settings used by the Idle clip.

    Declaration
    public BeastIdleSettings Idle { get; }
    Property Value
    Type Description
    BeastIdleSettings

    Landing

    Gets the editable settings used by the Landing clip.

    Declaration
    public BeastLandingSettings Landing { get; }
    Property Value
    Type Description
    BeastLandingSettings

    Rush

    Gets the editable settings used by the Rush clip.

    Declaration
    public BeastRushSettings Rush { get; }
    Property Value
    Type Description
    BeastRushSettings

    SearchRun

    Gets the editable settings used by the Search Run clip.

    Declaration
    public BeastSearchRunSettings SearchRun { get; }
    Property Value
    Type Description
    BeastSearchRunSettings

    Stunned

    Gets the editable settings used by the Stunned clip.

    Declaration
    public BeastStunnedSettings Stunned { get; }
    Property Value
    Type Description
    BeastStunnedSettings

    Takeoff

    Gets the editable settings used by the Takeoff clip.

    Declaration
    public BeastTakeoffSettings Takeoff { get; }
    Property Value
    Type Description
    BeastTakeoffSettings

    Wait

    Gets the editable settings used by the Wait clip.

    Declaration
    public BeastWaitSettings Wait { get; }
    Property Value
    Type Description
    BeastWaitSettings

    Walk

    Gets the editable settings used by the Walk clip.

    Declaration
    public BeastWalkSettings Walk { get; }
    Property Value
    Type Description
    BeastWalkSettings

    Methods

    AnimateBodyMotion(float, float, float, float, float, float, float, float, float, float)

    Drives a looping body motion channel from application code.

    Declaration
    public void AnimateBodyMotion(float weight = 1, float bobHeight = 0.025, float lungeLength = 0, float pitchDegrees = 1.2, float rollDegrees = 0.8, float cyclesPerSecond = 0.35, float phaseOffset = 0, float bobFrequency = 1, float pitchPhaseOffset = 0, float rollPhaseOffset = 0.25)
    Parameters
    Type Name Description
    float weight

    Animation influence from 0 to 1.

    float bobHeight

    Vertical body movement amplitude.

    float lungeLength

    Forward/backward body movement amplitude.

    float pitchDegrees

    Forward/backward pitch amplitude in degrees.

    float rollDegrees

    Side-to-side roll amplitude in degrees.

    float cyclesPerSecond

    Animation cycles per second.

    float phaseOffset

    Cycle offset in normalized cycle units.

    float bobFrequency

    Multiplier applied to the bob cycle.

    float pitchPhaseOffset

    Pitch offset in normalized cycle units.

    float rollPhaseOffset

    Roll offset in normalized cycle units.

    Remarks

    Convenience overload for gameplay code. It advances the channel with Unity time: Time.deltaTime in Play Mode, or a stable 60 FPS step while previewing outside Play Mode. For custom timing, call the overload with the same parameters prefixed by an explicit deltaTime value.

    AnimateEarFlap(float, float, float, float)

    Drives a looping ear flap animation from application code.

    Declaration
    public void AnimateEarFlap(float weight = 1, float flapDegrees = 8, float cyclesPerSecond = 1, float phaseOffset = 0)
    Parameters
    Type Name Description
    float weight

    Animation influence from 0 to 1.

    float flapDegrees

    Ear flap amplitude in degrees.

    float cyclesPerSecond

    Animation cycles per second.

    float phaseOffset

    Cycle offset in normalized cycle units.

    Remarks

    Convenience overload for gameplay code. It advances the channel with Unity time: Time.deltaTime in Play Mode, or a stable 60 FPS step while previewing outside Play Mode. For custom timing, call the overload with the same parameters prefixed by an explicit deltaTime value.

    AnimateEarFlap(float, float, float, float, float, float)

    Drives a looping ear animation on flap, pitch, and yaw axes.

    Declaration
    public void AnimateEarFlap(float weight, float flapDegrees, float pitchDegrees, float yawDegrees, float cyclesPerSecond, float phaseOffset)
    Parameters
    Type Name Description
    float weight

    Animation influence from 0 to 1.

    float flapDegrees

    Ear flap amplitude in degrees.

    float pitchDegrees

    Forward/backward pitch amplitude in degrees.

    float yawDegrees

    Side-to-side yaw amplitude in degrees.

    float cyclesPerSecond

    Animation cycles per second.

    float phaseOffset

    Cycle offset in normalized cycle units.

    Remarks

    Convenience overload for gameplay code. It advances the channel with Unity time: Time.deltaTime in Play Mode, or a stable 60 FPS step while previewing outside Play Mode. For custom timing, call the overload with the same parameters prefixed by an explicit deltaTime value.

    AnimateEyeLookSideToSide(float, float, float, float)

    Drives a looping side-to-side eye look animation.

    Declaration
    public void AnimateEyeLookSideToSide(float weight = 1, float yawDegrees = 6, float cyclesPerSecond = 1, float phaseOffset = 0)
    Parameters
    Type Name Description
    float weight

    Animation influence from 0 to 1.

    float yawDegrees

    Side-to-side visible-eye yaw amplitude in degrees.

    float cyclesPerSecond

    Animation cycles per second.

    float phaseOffset

    Cycle offset in normalized cycle units.

    Remarks

    Convenience overload for gameplay code. It advances the channel with Unity time: Time.deltaTime in Play Mode, or a stable 60 FPS step while previewing outside Play Mode. For custom timing, call the overload with the same parameters prefixed by an explicit deltaTime value.

    AnimateEyeLookSideToSide(float, float, float, float, float)

    Drives a looping eye look animation on yaw and pitch.

    Declaration
    public void AnimateEyeLookSideToSide(float weight, float yawDegrees, float pitchDegrees, float cyclesPerSecond, float phaseOffset)
    Parameters
    Type Name Description
    float weight

    Animation influence from 0 to 1.

    float yawDegrees

    Side-to-side visible-eye yaw amplitude in degrees.

    float pitchDegrees

    Up/down visible-eye pitch amplitude in degrees.

    float cyclesPerSecond

    Animation cycles per second.

    float phaseOffset

    Cycle offset in normalized cycle units.

    Remarks

    Convenience overload for gameplay code. It advances the channel with Unity time: Time.deltaTime in Play Mode, or a stable 60 FPS step while previewing outside Play Mode. For custom timing, call the overload with the same parameters prefixed by an explicit deltaTime value.

    AnimateHeadMotion(float, float, float, float, float, float, float, bool, float, float, float, float)

    Drives a looping head motion channel from application code.

    Declaration
    public void AnimateHeadMotion(float weight = 1, float bobHeight = 0.012, float pitchDegrees = 2.2, float yawDegrees = 3.5, float cyclesPerSecond = 0.35, float phaseOffset = 0, float bobFrequency = 1, bool centeredBob = true, float pitchPhaseOffset = 0, float yawPhaseOffset = 0.25, float rollDegrees = 0, float rollPhaseOffset = 0)
    Parameters
    Type Name Description
    float weight

    Animation influence from 0 to 1.

    float bobHeight

    Vertical head movement amplitude.

    float pitchDegrees

    Forward/backward pitch amplitude in degrees.

    float yawDegrees

    Side-to-side yaw amplitude in degrees.

    float cyclesPerSecond

    Animation cycles per second.

    float phaseOffset

    Cycle offset in normalized cycle units.

    float bobFrequency

    Multiplier applied to the bob cycle.

    bool centeredBob

    Whether the vertical bob is centered around the rest pose.

    float pitchPhaseOffset

    Pitch offset in normalized cycle units.

    float yawPhaseOffset

    Yaw offset in normalized cycle units.

    float rollDegrees

    Side-to-side head roll amplitude in degrees.

    float rollPhaseOffset

    Roll offset in normalized cycle units.

    Remarks

    Convenience overload for gameplay code. It advances the channel with Unity time: Time.deltaTime in Play Mode, or a stable 60 FPS step while previewing outside Play Mode. For custom timing, call the overload with the same parameters prefixed by an explicit deltaTime value.

    AnimateHeadMotion(float, float, float, float, float, float, float, float, bool, float, float, float, float)

    Drives a looping head motion channel with an explicit delta time.

    Declaration
    public void AnimateHeadMotion(float deltaTime, float weight, float bobHeight, float pitchDegrees, float yawDegrees, float cyclesPerSecond, float phaseOffset, float bobFrequency, bool centeredBob, float pitchPhaseOffset, float yawPhaseOffset, float rollDegrees = 0, float rollPhaseOffset = 0)
    Parameters
    Type Name Description
    float deltaTime

    Time step used to advance the channel.

    float weight

    Animation influence from 0 to 1.

    float bobHeight

    Vertical head movement amplitude.

    float pitchDegrees

    Forward/backward pitch amplitude in degrees.

    float yawDegrees

    Side-to-side yaw amplitude in degrees.

    float cyclesPerSecond

    Animation cycles per second.

    float phaseOffset

    Cycle offset in normalized cycle units.

    float bobFrequency

    Multiplier applied to the bob cycle.

    bool centeredBob

    Whether the vertical bob is centered around the rest pose.

    float pitchPhaseOffset

    Pitch offset in normalized cycle units.

    float yawPhaseOffset

    Yaw offset in normalized cycle units.

    float rollDegrees

    Side-to-side head roll amplitude in degrees.

    float rollPhaseOffset

    Roll offset in normalized cycle units.

    Remarks

    Advanced overload for controllers that own their own clock, such as editor preview, deterministic tests, fixed-step simulation, or custom timeline systems.

    AnimateMouthOpenClose(float, float, float, float)

    Drives a looping mouth open/close channel from application code.

    Declaration
    public void AnimateMouthOpenClose(float weight = 1, float openDegrees = 18, float cyclesPerSecond = 1, float phaseOffset = 0)
    Parameters
    Type Name Description
    float weight

    Animation influence from 0 to 1.

    float openDegrees

    Maximum lower-jaw opening angle in degrees.

    float cyclesPerSecond

    Animation cycles per second.

    float phaseOffset

    Cycle offset in normalized cycle units.

    Remarks

    Convenience overload for gameplay code. It advances the channel with Unity time: Time.deltaTime in Play Mode, or a stable 60 FPS step while previewing outside Play Mode. For custom timing, call the overload with the same parameters prefixed by an explicit deltaTime value.

    AnimateNeckMotion(float, float, float, float, float, float, float, bool, float, float)

    Drives a looping neck motion channel from application code.

    Declaration
    public void AnimateNeckMotion(float weight = 1, float bobHeight = 0.01, float pitchDegrees = 1.5, float yawDegrees = 2, float cyclesPerSecond = 0.35, float phaseOffset = 0, float bobFrequency = 1, bool centeredBob = true, float pitchPhaseOffset = 0, float yawPhaseOffset = 0.25)
    Parameters
    Type Name Description
    float weight

    Animation influence from 0 to 1.

    float bobHeight

    Vertical neck movement amplitude.

    float pitchDegrees

    Forward/backward neck pitch amplitude in degrees.

    float yawDegrees

    Side-to-side neck yaw amplitude in degrees.

    float cyclesPerSecond

    Animation cycles per second.

    float phaseOffset

    Cycle offset in normalized cycle units.

    float bobFrequency

    Multiplier applied to the bob cycle.

    bool centeredBob

    Whether the vertical bob is centered around the rest pose.

    float pitchPhaseOffset

    Pitch offset in normalized cycle units.

    float yawPhaseOffset

    Yaw offset in normalized cycle units.

    Remarks

    Convenience overload for gameplay code. It advances the channel with Unity time: Time.deltaTime in Play Mode, or a stable 60 FPS step while previewing outside Play Mode. For custom timing, call the overload with the same parameters prefixed by an explicit deltaTime value.

    AnimateTailSway(float, float, float, float, float, float)

    Drives a looping tail sway channel from application code.

    Declaration
    public void AnimateTailSway(float weight = 1, float pitchDegrees = 0, float yawDegrees = 14, float rollDegrees = 0, float cyclesPerSecond = 0.8, float phaseOffset = 0)
    Parameters
    Type Name Description
    float weight

    Animation influence from 0 to 1.

    float pitchDegrees

    Up/down tail pitch amplitude in degrees.

    float yawDegrees

    Side-to-side tail yaw amplitude in degrees.

    float rollDegrees

    Tail roll amplitude in degrees.

    float cyclesPerSecond

    Animation cycles per second.

    float phaseOffset

    Cycle offset in normalized cycle units.

    Remarks

    Convenience overload for gameplay code. It advances the channel with Unity time: Time.deltaTime in Play Mode, or a stable 60 FPS step while previewing outside Play Mode. For custom timing, call the overload with the same parameters prefixed by an explicit deltaTime value.

    ClaimChannels(BeastAnimationChannels)

    Temporarily reserves channels for manual application-side control.

    Declaration
    public void ClaimChannels(BeastAnimationChannels channels)
    Parameters
    Type Name Description
    BeastAnimationChannels channels

    Channels to claim.

    ClipPlay(BeastAnimationClip)

    Plays a Beast animation clip. This method is equivalent to Play(BeastAnimationClip).

    Declaration
    public void ClipPlay(BeastAnimationClip animation)
    Parameters
    Type Name Description
    BeastAnimationClip animation

    Clip to play. Passing None stops the current clip.

    ClipStop()

    Stops the current clip and releases clip-driven channel motion.

    Declaration
    public void ClipStop()

    GetLastEarIndex()

    Gets the last individual ear index available for direct ear pose APIs.

    Declaration
    public int GetLastEarIndex()
    Returns
    Type Description
    int

    GetLastEyeIndex()

    Gets the last individual eye index available for direct eye pose APIs.

    Declaration
    public int GetLastEyeIndex()
    Returns
    Type Description
    int

    GetLastLegIndex()

    Gets the last individual leg index available for direct leg pose APIs.

    Declaration
    public int GetLastLegIndex()
    Returns
    Type Description
    int
    Remarks

    Returns 0 when no leg is currently bound. When the value is greater than 0, valid individual leg indices are in the range 1 to the returned value. Index 0 remains reserved for "all legs" in SetLegPose(int, float, float, float, float) and ResetLegPose(int).

    GetLastTailIndex()

    Gets the last individual tail index available for direct tail pose APIs.

    Declaration
    public int GetLastTailIndex()
    Returns
    Type Description
    int

    Play(BeastAnimationClip)

    Plays a Beast animation clip.

    Declaration
    public void Play(BeastAnimationClip animation)
    Parameters
    Type Name Description
    BeastAnimationClip animation

    Clip to play. Passing None stops the current clip.

    PlayIdle()

    Plays the Idle clip.

    Declaration
    public void PlayIdle()

    PlayLanding()

    Plays the Landing clip.

    Declaration
    public void PlayLanding()

    PlayRush()

    Plays the Rush clip.

    Declaration
    public void PlayRush()

    PlaySearchRun()

    Plays the Search Run clip.

    Declaration
    public void PlaySearchRun()

    PlayStunned()

    Plays the Stunned clip.

    Declaration
    public void PlayStunned()

    PlayTakeoff()

    Plays the Takeoff clip.

    Declaration
    public void PlayTakeoff()

    PlayWait()

    Plays the Wait clip.

    Declaration
    public void PlayWait()

    PlayWalk()

    Plays the Walk clip.

    Declaration
    public void PlayWalk()

    ReleaseChannels(BeastAnimationChannels)

    Releases channels previously claimed by application code.

    Declaration
    public void ReleaseChannels(BeastAnimationChannels channels)
    Parameters
    Type Name Description
    BeastAnimationChannels channels

    Channels to release.

    ResetBodyPose()

    Restores the generated body rest pose.

    Declaration
    public void ResetBodyPose()

    ResetChannels(BeastAnimationChannels)

    Resets selected channels to their generated rest pose.

    Declaration
    public void ResetChannels(BeastAnimationChannels channels)
    Parameters
    Type Name Description
    BeastAnimationChannels channels

    Channels to reset.

    ResetEarPose(int)

    Restores the generated ear rest pose.

    Declaration
    public void ResetEarPose(int earIndex = 0)
    Parameters
    Type Name Description
    int earIndex

    Generated ear index to reset. 0 resets all ears and releases the ear channel.

    ResetEyeLookPose(int)

    Restores the generated eye look rest pose.

    Declaration
    public void ResetEyeLookPose(int eyeIndex = 0)
    Parameters
    Type Name Description
    int eyeIndex

    Generated eye index to reset. 0 resets all eye look poses and releases the eye channel.

    ResetEyeOpeningPose(int)

    Restores eyelid opening to the generated rest pose.

    Declaration
    public void ResetEyeOpeningPose(int eyeIndex = 0)
    Parameters
    Type Name Description
    int eyeIndex

    Generated eye index to reset. 0 resets all eyelids.

    ResetHeadPose()

    Restores the generated head rest pose.

    Declaration
    public void ResetHeadPose()

    ResetIdleToDefaults()

    Restores Idle clip settings to their built-in defaults.

    Declaration
    public void ResetIdleToDefaults()

    ResetLandingToDefaults()

    Restores Landing clip settings to their built-in defaults.

    Declaration
    public void ResetLandingToDefaults()

    ResetLegPose(int)

    Restores generated leg rest pose.

    Declaration
    public void ResetLegPose(int legIndex = 0)
    Parameters
    Type Name Description
    int legIndex

    Stable leg index to reset. 0 resets all legs and releases the leg channel.

    ResetMouthOpeningPose()

    Restores the generated mouth rest pose.

    Declaration
    public void ResetMouthOpeningPose()

    ResetNeckPose()

    Restores the generated neck rest pose.

    Declaration
    public void ResetNeckPose()

    ResetPose()

    Resets all bound animated parts to their generated rest pose.

    Declaration
    public void ResetPose()

    ResetRushToDefaults()

    Restores Rush clip settings to their built-in defaults.

    Declaration
    public void ResetRushToDefaults()

    ResetSearchRunToDefaults()

    Restores Search Run clip settings to their built-in defaults.

    Declaration
    public void ResetSearchRunToDefaults()

    ResetStunnedToDefaults()

    Restores Stunned clip settings to their built-in defaults.

    Declaration
    public void ResetStunnedToDefaults()

    ResetTailPose(int)

    Restores the generated tail rest pose.

    Declaration
    public void ResetTailPose(int tailIndex = 0)
    Parameters
    Type Name Description
    int tailIndex

    Generated tail index to reset. 0 resets all tails and releases the tail channel.

    ResetTakeoffToDefaults()

    Restores Takeoff clip settings to their built-in defaults.

    Declaration
    public void ResetTakeoffToDefaults()

    ResetWaitToDefaults()

    Restores Wait clip settings to their built-in defaults.

    Declaration
    public void ResetWaitToDefaults()

    ResetWalkToDefaults()

    Restores Walk clip settings to their built-in defaults.

    Declaration
    public void ResetWalkToDefaults()

    SetBodyPose(float, float, float, float, float)

    Sets a direct body pose without advancing a procedural animation cycle.

    Declaration
    public void SetBodyPose(float weight, float bobHeight, float lungeLength, float pitchDegrees, float rollDegrees)
    Parameters
    Type Name Description
    float weight

    Pose influence from 0 to 1. 0 leaves the body at its generated rest pose, 1 applies the full manual pose. Calling this method takes ownership of the body channel until it is reset or stopped.

    float bobHeight

    Vertical body offset.

    float lungeLength

    Forward/backward body offset.

    float pitchDegrees

    Forward/backward body pitch in degrees.

    float rollDegrees

    Side-to-side body roll in degrees.

    SetEarPose(int, float, float, float, float)

    Sets a direct ear pose on one generated ear or on all ears.

    Declaration
    public void SetEarPose(int earIndex, float weight, float flapDegrees, float pitchDegrees, float yawDegrees)
    Parameters
    Type Name Description
    int earIndex

    Generated ear index. 0 applies the pose to all ears.

    float weight

    Pose influence from 0 to 1. 0 leaves the ear at its generated rest pose, 1 applies the full manual pose. Calling this method takes ownership of the ear channel until it is reset or stopped.

    float flapDegrees

    Ear flap angle in degrees.

    float pitchDegrees

    Forward/backward ear pitch in degrees.

    float yawDegrees

    Side-to-side ear yaw in degrees.

    SetEarPose(float, float, float, float)

    Sets a direct ear pose without advancing a procedural animation cycle.

    Declaration
    public void SetEarPose(float weight, float flapDegrees, float pitchDegrees, float yawDegrees)
    Parameters
    Type Name Description
    float weight

    Pose influence from 0 to 1. 0 leaves the ear at its generated rest pose, 1 applies the full manual pose. Calling this method takes ownership of the ear channel until it is reset or stopped.

    float flapDegrees

    Ear flap angle in degrees.

    float pitchDegrees

    Forward/backward ear pitch in degrees.

    float yawDegrees

    Side-to-side ear yaw in degrees.

    SetEyeLookPose(int, float, float, float)

    Sets a direct eye look pose on one generated eye or on all eyes.

    Declaration
    public void SetEyeLookPose(int eyeIndex, float weight, float yawDegrees, float pitchDegrees)
    Parameters
    Type Name Description
    int eyeIndex

    Generated eye index. 0 applies the pose to all eyes.

    float weight

    Pose influence from 0 to 1. 0 leaves the eye look at its generated rest pose, 1 applies the full manual pose. Calling this method takes ownership of the eye channel until it is reset or stopped.

    float yawDegrees

    Side-to-side visible-eye yaw in degrees.

    float pitchDegrees

    Up/down visible-eye pitch in degrees.

    SetEyeLookPose(float, float, float)

    Sets a direct eye look pose without advancing a procedural animation cycle.

    Declaration
    public void SetEyeLookPose(float weight, float yawDegrees, float pitchDegrees)
    Parameters
    Type Name Description
    float weight

    Pose influence from 0 to 1. 0 leaves the eye look at its generated rest pose, 1 applies the full manual pose. Calling this method takes ownership of the eye channel until it is reset or stopped.

    float yawDegrees

    Side-to-side visible-eye yaw in degrees.

    float pitchDegrees

    Up/down visible-eye pitch in degrees.

    SetEyeOpeningPose(int, float)

    Sets eyelid opening directly on one generated eye or on all eyes.

    Declaration
    public void SetEyeOpeningPose(int eyeIndex, float opening)
    Parameters
    Type Name Description
    int eyeIndex

    Generated eye index. 0 applies the opening pose to all eyelids.

    float opening

    Opening amount from 0 closed to 1 open.

    SetEyeOpeningPose(float)

    Sets eyelid opening directly.

    Declaration
    public void SetEyeOpeningPose(float opening)
    Parameters
    Type Name Description
    float opening

    Opening amount from 0 closed to 1 open.

    Remarks

    This method sets a pose value instead of starting a looping animation. Applications can use it for blinking, sleepy expressions, or any custom eyelid timing.

    SetHeadPose(float, float, float, float, float)

    Sets a direct head pose without advancing a procedural animation cycle.

    Declaration
    public void SetHeadPose(float weight, float bobHeight, float pitchDegrees, float yawDegrees, float rollDegrees = 0)
    Parameters
    Type Name Description
    float weight

    Pose influence from 0 to 1. 0 leaves the head at its generated rest pose, 1 applies the full manual pose. Calling this method takes ownership of the head channel until it is reset or stopped.

    float bobHeight

    Vertical head offset.

    float pitchDegrees

    Forward/backward head pitch in degrees.

    float yawDegrees

    Side-to-side head yaw in degrees.

    float rollDegrees

    Side-to-side head roll in degrees.

    SetLegPose(int, float, float, float, float)

    Sets a direct leg pose without advancing a procedural locomotion cycle.

    Declaration
    public void SetLegPose(int legIndex, float weight, float upperPitchDegrees, float lowerPitchDegrees, float footPitchDegrees)
    Parameters
    Type Name Description
    int legIndex

    Stable leg index. 0 applies the pose to all legs.

    float weight

    Pose influence from 0 to 1. 0 leaves the leg at its generated rest pose, 1 applies the full manual pose. Calling this method takes ownership of the leg channel until it is reset or stopped.

    float upperPitchDegrees

    Upper leg local pitch in degrees.

    float lowerPitchDegrees

    Lower leg local pitch in degrees.

    float footPitchDegrees

    Foot local pitch in degrees.

    Remarks

    legIndex uses a stable public order: 0 applies the pose to all legs, 1 targets the first front-left leg, 2 the first front-right leg, 3 the next left leg pair, 4 the next right leg pair, and so on toward the rear of the body.

    SetMouthOpeningPose(float, float)

    Sets a direct mouth opening pose without advancing a procedural animation cycle.

    Declaration
    public void SetMouthOpeningPose(float weight, float openDegrees)
    Parameters
    Type Name Description
    float weight

    Pose influence from 0 to 1. 0 leaves the mouth at its generated rest pose, 1 applies the full manual pose. Calling this method takes ownership of the mouth channel until it is reset or stopped.

    float openDegrees

    Lower-jaw opening angle in degrees.

    SetNeckPose(float, float, float, float)

    Sets a direct neck pose without advancing a procedural animation cycle.

    Declaration
    public void SetNeckPose(float weight, float bobHeight, float pitchDegrees, float yawDegrees)
    Parameters
    Type Name Description
    float weight

    Pose influence from 0 to 1. 0 leaves the neck at its generated rest pose, 1 applies the full manual pose. Calling this method takes ownership of the neck channel until it is reset or stopped.

    float bobHeight

    Vertical neck offset.

    float pitchDegrees

    Forward/backward neck pitch in degrees.

    float yawDegrees

    Side-to-side neck yaw in degrees.

    SetRushSpeed(float)

    Sets the runtime speed multiplier used by the Rush clip.

    Declaration
    public void SetRushSpeed(float speed)
    Parameters
    Type Name Description
    float speed

    Non-negative speed multiplier.

    SetSearchRunSpeed(float)

    Sets the runtime speed multiplier used by the Search Run clip.

    Declaration
    public void SetSearchRunSpeed(float speed)
    Parameters
    Type Name Description
    float speed

    Non-negative speed multiplier.

    SetTailPose(int, float, float, float, float)

    Sets a direct tail pose on one generated tail or on all tails.

    Declaration
    public void SetTailPose(int tailIndex, float weight, float pitchDegrees, float yawDegrees, float rollDegrees)
    Parameters
    Type Name Description
    int tailIndex

    Generated tail index. 0 applies the pose to all tails.

    float weight

    Pose influence from 0 to 1. 0 leaves the tail at its generated rest pose, 1 applies the full manual pose. Calling this method takes ownership of the tail channel until it is reset or stopped.

    float pitchDegrees

    Up/down tail pitch in degrees.

    float yawDegrees

    Side-to-side tail yaw in degrees.

    float rollDegrees

    Tail roll in degrees.

    SetTailPose(float, float, float, float)

    Sets a direct tail pose without advancing a procedural animation cycle.

    Declaration
    public void SetTailPose(float weight, float pitchDegrees, float yawDegrees, float rollDegrees)
    Parameters
    Type Name Description
    float weight

    Pose influence from 0 to 1. 0 leaves the tail at its generated rest pose, 1 applies the full manual pose. Calling this method takes ownership of the tail channel until it is reset or stopped.

    float pitchDegrees

    Up/down tail pitch in degrees.

    float yawDegrees

    Side-to-side tail yaw in degrees.

    float rollDegrees

    Tail roll in degrees.

    SetWalkSpeed(float)

    Sets the runtime speed multiplier used by the Walk clip.

    Declaration
    public void SetWalkSpeed(float speed)
    Parameters
    Type Name Description
    float speed

    Non-negative speed multiplier.

    Stop()

    Stops the current clip and lets its channels blend back toward their rest pose.

    Declaration
    public void Stop()

    StopBodyAnimation()

    Stops manual body channel animation and lets the body return toward its rest pose.

    Declaration
    public void StopBodyAnimation()

    StopEarAnimation()

    Stops manual ear channel animation and lets ears return toward their rest pose.

    Declaration
    public void StopEarAnimation()

    StopEyeAnimation()

    Stops manual eye look animation and lets eyes return toward their rest pose.

    Declaration
    public void StopEyeAnimation()

    StopHeadAnimation()

    Stops manual head channel animation and lets the head return toward its rest pose.

    Declaration
    public void StopHeadAnimation()

    StopMouthAnimation()

    Stops manual mouth channel animation and lets the jaw return toward its rest pose.

    Declaration
    public void StopMouthAnimation()

    StopNeckAnimation()

    Stops manual neck channel animation and lets the neck return toward its rest pose.

    Declaration
    public void StopNeckAnimation()

    StopTailAnimation()

    Stops manual tail channel animation and lets tails return toward their rest pose.

    Declaration
    public void StopTailAnimation()
    Back to top Generated by DocFX