Class BeastAnimator
Unity component used by application code to play Beast clips and drive Beast animation channels.
Inheritance
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()