Creature Kit v1.1 Procedural Creature Creation for Unity
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    Home Animation Channels Guide Clips Guide No-Code Guide API Reference

    Clip Animation

    Clips represent complete Beast actions. They are started from the BeastAnimator component.

    BeastAnimator animator = GetComponent<BeastAnimator>();
    
    animator.PlayIdle();
    animator.PlayWalk();
    animator.PlayRush();
    animator.PlaySearchRun();
    animator.PlayWait();
    animator.PlayStunned();
    animator.PlayTakeoff();
    animator.PlayLanding();
    

    The generic form is also available:

    animator.Play(BeastAnimationClip.Walk);
    

    To stop the active clip and return channels toward their rest pose:

    animator.Stop();
    

    Locomotion Speed

    Walk, Rush, and Search Run clips can be driven from gameplay speed.

    animator.SetWalkSpeed(currentSpeed);
    animator.SetRushSpeed(currentSpeed);
    animator.SetSearchRunSpeed(currentSpeed);
    

    This keeps the clip timing connected to the application movement model without forcing a specific controller implementation.

    Channel Parameters

    Each clip exposes an enabledChannels mask and editable parameters for the channels it can drive. Body, head, legs, ears, eyes, tail, mouth, and neck can be enabled or disabled independently, so application code can let a clip drive the full creature or reserve selected channels for manual control.

    Walk, Rush, and Search Run are the locomotion clips. They drive the leg channel explicitly, while body, head, ears, eyes, tail, mouth, and neck can add secondary motion around that gait. Search Run is a Rush-like chase variant with stronger side-to-side head and eye motion. Wait, Stunned, Takeoff, and Landing cover stationary waiting, interruption, the bounding catch pose, and the landing pose after a takeoff.

    Inspector Ranges

    Clip settings are regular public fields, so C# can assign values directly. The Unity inspector uses these recommended authoring ranges:

    Clip Field Range Meaning
    Idle cyclesPerSecond 0.05 to 2 Idle loop speed.
    Idle body/head/neck bob 0 to 0.2 Local vertical amplitude.
    Idle body angles 0 to 10 degrees Body pitch and roll amplitude.
    Idle head angles 0 to 15 degrees Head pitch, yaw, and roll amplitude.
    Idle ear/eye/tail angles 0 to 45 degrees Channel amplitude for idle motion.
    Idle neck angles 0 to 20 degrees Neck pitch and yaw amplitude.
    Idle mouth open 0 to 60 degrees Lower-jaw opening amplitude.
    Walk speed 0 to 4 Runtime multiplier for gameplay speed.
    Walk cyclesPerSecond 0.1 to 4 Walk loop speed before the speed multiplier.
    Walk strideLength 0 to 2 Forward/backward leg swing multiplier.
    Walk stepHeight 0 to 1 Visual leg lift.
    Walk stancePercent 10 to 90 Percent of cycle spent in the planted step.
    Walk leg angles 0 to 45 / 60 degrees Upper pitch, lower fold, foot swing.
    Walk body/head/neck bob 0 to 0.5 Local vertical amplitude.
    Walk body/head angles 0 to 20 degrees Secondary body and head motion.
    Walk ear/eye angles 0 to 45 degrees Secondary expression motion.
    Walk neck angles 0 to 30 degrees Neck pitch and yaw amplitude.
    Walk mouth/tail angles 0 to 60 degrees Jaw and tail amplitude.
    Rush speed 0 to 4 Runtime multiplier for gameplay speed.
    Rush cyclesPerSecond 0.1 to 6 Rush loop speed before the speed multiplier.
    Rush strideLength 0 to 2 Forward/backward leg swing multiplier.
    Rush stepHeight 0 to 1 Visual leg lift.
    Rush stancePercent 10 to 90 Percent of cycle spent in the planted step.
    Rush waveSpreadPercent 0 to 100 Front-to-rear phase spread.
    Rush sidePhaseOffsetPercent 0 to 50 Left/right phase offset.
    Rush leg angles 0 to 70 / 90 / 60 degrees Upper pitch, lower fold, foot swing.
    Rush body/head/neck bob 0 to 0.5 Local vertical amplitude.
    Rush body/head angles 0 to 30 degrees Secondary body and head motion.
    Rush ear/eye angles 0 to 60 degrees Secondary expression motion.
    Rush neck angles 0 to 40 degrees Neck pitch and yaw amplitude.
    Rush mouth/tail angles 0 to 70 degrees Jaw and tail amplitude.
    Search Run speed 0 to 4 Runtime multiplier for gameplay speed.
    Search Run cyclesPerSecond 0.1 to 6 Search Run loop speed before the speed multiplier.
    Search Run leg fields same as Rush Rush-style gait used while searching.
    Search Run head search 0 to 60 degrees Side-to-side head search yaw.
    Search Run eye search 0 to 60 degrees Side-to-side visible-eye search yaw.
    Search Run mouth/tail angles 0 to 70 degrees Jaw and tail amplitude.
    Wait cyclesPerSecond 0.05 to 3 Wait loop speed.
    Wait head/eye motion 0 to 45 / 75 degrees Impatient looking-around motion, including head roll.
    Wait leg stomp 0 to 60 degrees Alternating small stomp angle.
    Wait mouth talk 0 to 90 degrees Chatter-like jaw amplitude.
    Stunned cyclesPerSecond 0.1 to 8 Shake speed.
    Stunned body/head angles 0 to 45 degrees Stunned shake amplitude.
    Takeoff cyclesPerSecond 0.05 to 4 Takeoff pose cycle speed.
    Takeoff bodyLungePoseLength 0 to 0.5 Held forward body lunge pose while bounding.
    Takeoff bodyPitchPoseDegrees -90 to 90 degrees Held body pitch pose while bounding.
    Takeoff upperLegPitchPoseDegrees / lowerLegFoldPoseDegrees -90 to 90 / 0 to 90 degrees Upper-leg pitch pose and lower-leg fold pose.
    Takeoff earFlapPoseDegrees -75 to 75 degrees Held mirrored ear flap pose while bounding.
    Takeoff tailPitchPoseDegrees / tailYawPoseDegrees -70 to 70 degrees Held tail pitch/yaw pose while bounding.
    Takeoff mouth angles 0 to 90 degrees Open-mouth catch pose with optional pulse.
    Landing cyclesPerSecond 0.05 to 4 Landing pose cycle speed.
    Landing bodyPoseHeight -0.5 to 0.5 Held vertical body offset used to align the body with the landing leg pose.
    Landing bodyLungePoseLength -0.5 to 0.5 Held forward/backward body offset used to align the body lengthwise with the landing leg pose.
    Landing bodyPitchPoseDegrees -90 to 90 degrees Held body pitch pose while landing.
    Landing upperLegForwardPoseDegrees / lowerLegFoldPoseDegrees 0 to 90 degrees Upper-leg forward pose and lower-leg fold pose.
    Landing headPitchPoseDegrees -45 to 45 degrees Held head pitch pose while landing.
    Landing earFlapPoseDegrees -75 to 75 degrees Held mirrored ear flap pose while landing.
    Landing tailPitchPoseDegrees / tailYawPoseDegrees -70 to 70 degrees Held tail pitch/yaw pose while landing.
    Landing mouthOpenPoseDegrees 0 to 90 degrees Held mouth opening pose while landing.

    All clip phase offsets use normalized cycle units, with an inspector range from -1 to 1.

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